*Moved this post from the wrong forum* My comments are mostly related to PF Playtest mechanics in general. This is the first scenario where I am writing up a full feedback due to wanting to make sure we learned the rules better, saw habits form, and make sure we could put some things through their paces. At this point, half way through the campaign (we have actually run the scenario after this as well) I can now see some established trends as well as my players' common feedback. Let me preface this by saying, my players are all "munchkins" as it were and they are always seeking to create the strongest character possible.
-Too Strong-
-Too Weak-
-Things that Seem Off-
-Things I love in Playtest vs PF1.0-
There are a lot more things I could add, and will in the future, but it's late and I'm tired. I also have no idea if this actually gets read. Anyway, if you do happen to read this and have any questions feel free to reach out. Sorry for the typos. PS- Regarding the actual DD campaign content now that I am reading some other posts about groups struggling. My group has been fine with it, using a lot of the meta's I mentioned above (namely Magic Weapon spell and Heal/Channel at low levels). I KO'd a Player once with the Water Elemental but he hero pointed up. Other than that my players have either decently beaten or crushed everything so far without me having to pull any punches really. I am running 5 PCs and adjusting encounters per the Monster Manual.
Just GMed him. By the time he came out the big hitters were pretty worn down by debuffs from the Vamp spawns and Shadows so they were having trouble hitting him with main attacks, let alone secondaries.
Round 1
2
3
4
5
6
I may have gotten one more round, which would have been a spell and a bite and then he went down. Was fairly challenging given the fact that the group was pretty debuffed already from previous encounters. IMO the Greater Shadow encounter before it was more deadly than this fight and could have been more deadly if i focused one person with both Shadows, but I opted to split them to wear down 2 people instead of likely killing one.
My comments are mostly related to PF Playtest mechanics in general. This is the first scenario where I am writing up a full feedback due to wanting to make sure we learned the rules better, saw habits form, and make sure we could put some things through their paces. At this point, half way through the campaign (we have actually run the scenario after this as well) I can now see some established trends as well as my players' common feedback. Let me preface this by saying, my players are all "munchkins" as it were and they are always seeking to create the strongest character possible.
-Too Strong-
-Too Weak-
-Things that Seem Off-
-Things I love in Playtest vs PF1.0-
There are a lot more things I could add, and will in the future, but it's late and I'm tired. I also have no idea if this actually gets read. Anyway, if you do happen to read this and have any questions feel free to reach out. Sorry for the typos. PS- Regarding the actual DD campaign content now that I am reading some other posts about groups struggling. My group has been fine with it, using a lot of the meta's I mentioned above (namely Magic Weapon spell and Heal/Channel at low levels). I KO'd a Player once with the Water Elemental but he hero pointed up. Other than that my players have either decently beaten or crushed everything so far without me having to pull any punches really. I am running 5 PCs and adjusting encounters per the Monster Manual.
I am converting a normal campaign into a mythic one. Most of my players are fine choosing a mythic path but one of my players is a shaman. He mentioned to me that none of the paths really fit him well because shamans were printed after mythic was. Hexes fall under the archmage(arcane) path yet his spells are divine in nature. Any ideas on adaptions to put in to fit shaman into somewhere without giving him a blank check to snipe abilities from multiple trees? |