gnomewizard wrote:
Are you giving up on gaming? Where does this group meet at and what are they playing?
Nial mac Oengus wrote:
Still looking for members. Depending on where everyone lives we may meet at Games Plus in Mount Prospect. They always have tables there and would be a central location. At the very least the first couple games would be there. Would want to know everyone before the game moved to my house if it ever did. So if Mount Prospect Games Plus is within your acceptable range let me know.
I assume the barbarian/wizard in question is using a wand or two to allow him to pull this routine more than once a day. Let him keep it up. Make him use a proper sized weapon then let him have at it. He is fairly one dimensional and I dont see him as overpowered. He cannot do anything versus ranged foes and his power really drops if someone targets him with a dispel. Also as mentioned he can really only pull off this routine when the party gets prep time. Otherwise he has to sit out of combat for several rounds buffing and possibly letting his party get killed around him.
KnightErrantJR wrote:
The monster effectively moved itself within range when it swiped at the player. So it would make complete sense that you can attack at the same time. Like I said though it would only work when reach attack is done with natural weapons.
KnightErrantJR wrote: You can't replay that scene literally anyway unless the monster is written up like the hydra and allows its limbs to be sundered, because normally you can't cut away a creature's limbs. But you are able to attack the limbs and do damage and I was figuring based on the scene that the limbs acted like Hydra necks.
James Jacobs wrote:
So to make reach a powerful ability we have to run with the strange logic that limbs are immune to harm? I guess I can never replay that scene from LOTR where the party fighters chop of some of the tentacles of the beast since of course none of them were within range of the creatures body. To me anyone should be able to do this. But its holding an action for a single strike and thus hurts anyone with more than one attack per round. Also it can only happen against foes using natural weapons. The Ogre with reach using a giant club is immune unless your plan is to sunder his weapons, whether or not you have the above feat.
cranewings wrote:
I happen to be playing DnD 3.5 or Pathfinder where there are very clear rules for the purchase of magic items. Those rules tell me how likely a town of a given size will have the item I want. Those rules also very clearly tell me how I can use my Item Creation feats to create said magic item if it turns out that the item is not available in the town I am in. What game are you playing? By the way take your tone and shove it. Also try reading the post. This has nothing to do with what item was being purchased the post was in regard to interpreting how the item fuctioned. The DM had no problem with getting the magic item. He just had a very poor and inaccurate interpretation of the items use.
The biggest problem with DM Fiat is often that the DMs who talk about it the most are the least fair DM. They fudge roles, railroad to keep things how they want, or make rulings that always fall their way. I understand that the DM knows more about a campaign than the players. That does NOT mean that he knows more about the rules. If its specific situation in the middle of combat I can understand that a DM needs to make a quick stark ruling so things do not bog down too much, combat moves slow enough already. But out of combat is another matter. Recent example is a player asking a question based on a magic item she wanted to purchase. The DM interpreted the rules one way, the entire party interpreted a different way. The DM played the old "I am the LAW" routine because its "his game" and flat out stated all rules no matter what were his to decide. That really offended me and quite honestly pissed me off. Yes a DM knows the campaign and thus speaks from greater knowledge on some things. But basic interpretation of the rules out of combat is not one of those situations.
gnomewizard wrote:
Where in the NW burbs and why are you leaving the group?
Positives 1. Increased damage ability of melee classes is nice. 2. Less shoehorned races. The changes to races make it possible to build some races beyond their "given" classes without gimping them. 3. Polymorph. This was just horribly abuseable. 4. More cookies for monks. Nice to see some new abilities. 5. No more auto-defensive casting. Especially with the fighter feats one can take a wizard can no longer ignore melee opponents and cast away. Negatives
2. Have to upgrade just about anything 3.5 now to offset all of the new cookies characters get. So now 3.5 is not straight compatible but a bit subpar compare to Pathfinder. 3. Cleric Domanins. As someone else mentioned these are not balanced at all. Some are decent while others just stink. 4. Monk still doesnt really work. I can stand there and swing like crazy or I can run like the road runner. Why nothing in between? 5. Fighter only feats. Sure there should be some benefit for fighters but make it so they can get the feats sooner or go deeper into the chain. Make them 100% exclusive means they might as well be special abilities instead of feats.
Zurai wrote:
Probably because only the biggest buffoon of any enemy mage is going to start casting at the fighter while within one move action of said fighter. ;-) If you cannot get to wizard and attack that round then making a single move and holding a dispel magic is smarter than getting almost to him but not quite and hoping to survive whatever he nukes you with magically.
tejón wrote:
This would apply somewhere like EN World which is a bit more neutral of a site. But would not apply here, so it depends on where he is hearing these comments. Here positive hugely outweigh negative if you take Paizo's messageboard as a whole. In fact if you speak negatively in the wrong way, or to the wrong people, in this forum you can be nearly flamed by hating fanbois.
More Questions 4. Does activating a weird science device provoke an AOO? 5. If I create an item with multiple items do they happen in order? Lets say I create an item with True strike and Searing Touch. Do I get the +20 to hit when rolling the touch attack of the Searing spell? 6. Can a weird science item have multiples of the same spell? Say a magic bazooka with 3 fireballs spells in it.
Couple of Questions 1. Weird Science Devices - Can they emulate domain spells as well? I know most domain spells are also on the cleric or wizard list but there are (or at least were) some that were only a domain spell. Can I make a device to copy them as well? 2. Anti magic - Do weird science devices work within an anti-magic field? I assume they are fully magical and would be suppressed in the field and could be defeated by SR or a dispel magic just like the spell they are copying. 3. Metamagic Feats - I assume I could use any meta feat I wanted when created my devices.
Devlin 'Dusk' Valerian wrote:
My bad. When I wrote that I assumed it would be obvious which ones I meant. I excuse an inexperienced or a busy DM. A LAZY DM though in my opinion should be a player and not a DM. I say this because a lazy DM probably has the wrong mindset or attitude to be a DM. My apologies if I wrote that badly.
There is certainly room for improvement. Power attack is a two for one feat. You gain two points of damage (three with a two-hander) for every point of attack you give up. Why not make Combat Expertise the same way? Make it give you two points of AC for every lost attack point? You could even mirror Power Attack more and make it a three for one if a shield is used. Then you add huge utility to being a sword and board player. If you think that is too powerful then back it down a little. Make it a one for one feat normal and a two for one feat with a shield.
toxycycline wrote:
That wasnt my point at all. My entire post was a reply to the previous posters comment on the Gun and how everything must be directly related to the main plot in an AP. He commented that an AP has to be written that way to keep from frustrating players who follow tangents not related to the main plot. I disagreed and said that would only be a problem with a DM who refused to deviate or think outside the AP. I made no comment about my current campaign at all. As would be obvious I have no idea how close to the written AP our DM is following, nor will I know until the AP is over and that is assuming I decide to read the modules.
Jeremy Mac Donald wrote:
I agree with most of your points. What I do not agree with is that everything must have meaning or it becomes frustrating. This is DnD. Between divination and player effort almost any mystery can be solved or at least enough information gathered to let a party know if they want to pursue it or not. As your example about the firestorm. It means nothing to the adventure plot wise. But a firestorm is a horribly destructive event. A good aligned cleric or paladin may want to investigate to find out why so many people died. This is only a problem if the DM is such a slave to the module that he stonewalls the players. Gaming is supposed to be about fun, if a party latches onto a minor point and it interests them all so much they turn it into a major point then by god as a decent DM you better expand on it some. Maybe the firestorm is the result of coincidences that aligned right between weather and a lightning storm, or maybe its a half insane mid-level cleric who worships the para-elemental lord of Magma and opened a small rift. Does it take that much work to create a quick villian for the party to deal with and earn a nice sense of satisfaction? Here is an example. I was running a cleric in a Kingdom of Kalamar campaign. Throughout most of the campaign we had a reoccuring nemesis, an evil cleric, who fought us constantly and always tried to thwart our actions. By the time we finally cornered and killed him the entire party was determined to end his spree of trouble for us. So you know where this cleric came from origionally? Me. At second level we got in a small battle and one of the foes was a no name mook cleric. Instead of dying in battle he was captured. We decided to question him to see why him and his band of orcs had attacked us. During the interrogation my cleric of vengeance was probably a bit too aggressive. After the interrogation the evil cleric was able to escape when an actual plot relevant attack happened. The evil cleric escaped and the DM instantly decided that my actions had created the perfect opportunity to create a paty nemesis. He got a pretty good laugh out of it almost a year later when the campaign ended and he told us all the full story. The real problem lies with a DM who refuses to think outside the box or does not have time to think outside the box. He has purchased an AP and by golly he is going to run it exactly as written with no deviation. He may be lazy, inexperienced, or not have the time to do much beyond basic game prep. Two of these reasons I cannot fault. The third suggests the DM should really be a player instead of a DM. A good DM will let some minor points become big points. Some will let them remain minor points. Variety and gentle prodding can go a long way to make things more enjoyable and less predictable.
Studpuffin wrote:
I did not say this was a problem, just stating a fact. The nature of an AP makes them predictable. There really is no way around it since this is not an open campaign. If you create a plague in an AP then of course the party knows they will be the key to solving it. By the same token if there is a group of NPCs who are supposed to be fighting the plague and they are obviously creepy then how can you think anything other than "evil baddies we will have to kill eventually". Sure its interesting in character to finally find the evidence your gut and meta thinking told you was there all along. I still find it funny that people cannot look at something objectively. There is lots of very emotional responses from people who really should have no reason to be so emotionally invested in a product they did not create. Is it really such a personal attack on some of these players idols to suggest that the campaign could be better by starting it with some light intown events while things are normal to create player attachment to the town in addition to their character's attachment that they have to roleplay.
Taliesin Hoyle wrote:
We have cleared out the upper floor of the "hospital" and preparing to go underground. We have leveled but since we cannot rest and gain benefits like spells which kind of sucks. Non-casters basically get everything in a situation like this while casters get nothing. We could leave and come back but the storyline situation would be a mess. Either whoever is downstairs will clear out or go and get massive Grey Maiden reinforcements which would be a pain. I guess we charge below and hope for the best.
Gamer Girrl wrote:
Oh I hurt your feeling so your running off to someone to have the thread closed. How sad. Fanboys are the ones to ran into the thread screaming its the best AP they have ever seen and nothing of course could be done to make it even a bit better. What really should I expect though. I bet if I check I am still the only person to not give a 5 in their review of the new Pathfinder book.
Tiger Lily wrote:
Oh I am sorry. Was I supposed to ask YOUR permission before I start a thread in this forum? Gee, I must have missed that rule. I had stopped reading this thread a while ago mostly because the whole point of my post went over the head of most of the posters who like fanboys just started screaming how awesome Paizo is and nothing better could be done. I came back out of curiosity since the thread seemed to take on a life of its own. A very light skimming and ignoring of posts with spoiler tags didnt tell me anything I dont already know. Oh and I hate to break it to you. There is really nothing you can spoil in an AP, other than post statblocks or specific encounter details. They are too predictable. Lets see.... Plague killing everyone - Players will find cure and/or whoever is spreading it. Introduce creepy doctor with creepy assistant in masks - players will end up killing both. New squad of goons loyal only to the obviously evil usurper of the throne - Player will end up killing them Queen suddenly gains power - Gee she is either possessed, replaced, or controlled by some BBE (Big Bad Evil).
Interesting. I can see your point that the paranoid will of course think everything is related. Its the downside to television and movies where everything is of course is related. I am probably not the best person to argue against that though. My preferred style is gothic horror and evil society. In games like that everything really is part of a big dark plot to take your soul and the universe. As for the slow start. I guess I can understand that if the players are anxious for the world shaking events but small "get to know the place" adventures can be just as fun if designed so as to not feel like filler. I guess its a pretty hard line to walk.
tbug wrote:
To me it is a Publisher issue to a degree. Sure as a DM you can throw some adventures in to create background, but you are limited. Too much and players may acquire wealth or levels that make the first module a cakewalk or force the DM to modify parts. Thats why it should be built into the path.
Studpuffin wrote:
Korvosa doesnt have to be normal. But a bit of adventuring before everything goes to hell might make players actually care somewhat when things do go to hell.
Okay, this is in no way a rip the module thread. I am just going to throw out my idea for making this Adventure Path better. Anyone is free to comment or add their own ideas. As a side note I am a player in a campaign that I think is about 3/4 of way through the second module. So please limit the spoilers. ------------------- My idea is simple. As far as I understand the AP it is supposed to take a party of 4 from 1st to about 16th level. During the AP the party is to be heroic defenders/saviors of the city. Now here is the problem I have. The first module starts out too fast. The King dies, the Queen takes over, Blackjack saves the poor painter, and then the second module starts with the plague. There needs to be more than this. In my opinion 1st through 4th level should happen in the city but without major changes in the city. The King should live this entire time. He players should work for the Guard, maybe the Sable Company, but there should be a good 4 or 5 sessions worth of stuff where the party does stuff and has stuff doen for them by the city. If done well by 4th or 5th level then the players really will be attached to Korvosa and the people in the city. Then at this point start the actual AP, kill the King and start everything rolling. If the prelude is done well enough the players wont have to "roleplay" their characters loving and wanting to save the city, they themselves will have become attached to a degree and want to do it. Do this well and even the railroading will not seem so bad because you will have gotten your players emotionally invested in the town, in Kroft, in the Kings death, etc etc. Right now as written things go to hell way too fast and there is no time to become comfortable with Korvosa and thus be upset when she starts to fall apart. Opinions?
Dragonborn3 wrote:
All options I agree. I just feel that the core book of the rules should have as rounded a selection of skills, feats, PrCs, and magic items to give every class an equal chance to excel. The current selection of PrCs does not do this.
Dragonborn3 wrote: So the argument is that there are no good PrCs for fighter types? Some one needs to tell the Dragon Disciples that... With its requirement to take a level in sorcerer with a specific bloodline I would not call it a fighter focused class. Though, now that we can have "pretty" half-orcs it might be fun to see half-orc barbarian/sorcerer dragon disciples. The arguement is not that there are no good fighter PrCs' The arguement is that PrCs are too arcane focused and some classes are completely ignored.
You want to have a problem with the PrC classes listed in the new Pathfinder book? Here its simple: Lets list them out Arcane archer - Elven mage fighter archer
What do we see here? How many choices for a druid that are decent? How many choices for a monk? How about a cleric without taking a HD nick with the Loremaster. How about a ranger that isnt an elf. What about a barbarian? The problem with the PrC's listed is they are completely arcane caster bloated and completely ignore some other classes. There are 10 PrC's listed and 5 of them require the ability to cast arcane spells.
Hydro wrote:
I would say wrong. Freedom of will is the greatest good that exists. No matter how justified conversion by force is evil because it takes away personal freedom. At that point no matter what you have commited evil. As for it saving the Universe. It doesnt matter. True good never reduces itself to the arugment "the ends justify the means".
I did grapple the mage which did end the fight, though it did last a while. I didnt particularly want to grapple the hag with the death stare while fighting in her natural domain underwater. She also has nasty claws. Same with the were-rat. Wasnt too keen on grappling something that can give my lycanthropy. It didnt help either that the were-rat was hitting for 20 plus damage a round and knocked me unconcious the 3rd round of combat. My character had a 19 AC in that fight and that was no challenge for him to hit and I have the best AC in the party. I have considered upping my grapple ability as much as possible but its really a human or human similar target ability. The more "monster" a foe is the less you really want to grapple it. I have considered switching to a cleric and then at 7th level taking the Leadership feat and bringing back the monk as a cohort. Might be interesting.
Yeah, the spell levels are going to be extra rough considering the party makeup. Barbarian
So we are completely lacking in decent healing. The current joke is that the first person to die has to roll up cleric since we need one pretty badly. Depending on how they look in revised Pathfinder I may just swap out my character the monk for a cleric for party benefit.
Someone posted that the ship first appears at the beginning of the module but you do not explore it till just about the end. Which is obviously true, if you arrived at the ship at 4th level the hag would be a nightmare. Though I would like to point out that the hag had a shark animal companion which suggests she was not on the ship from the start but moved in after the ship sank. If this is the case then a party that explored immediatly could get there before the hag was there and thus avoid the tough encounter. But another question. What level should we be at the end of this module series? We have just been told to go investigate the good doctor which to me sounds like close to the climax of the module. We are all 5th level, and there are 5 of us. So far we have: escorted the not assasin
Oh and we averted the Grey Maidens from slaughtering a crowd of almost rioting civilians. Are we going to be able to pull off the end portion of this module at our current level?
To add the question passed about the Barbarian. 5th level halforc barbarian 21 strength (18 +2 racial +1 level) Masterwork weapon (now a +1 weapon I believe) Weapon Focus This means that when not raging he is +12 to hit (+5 lvl, +5 strength, +1 weapon, +1 weapon focus) When raging add +2 more to make it +14 to hit. Nothing impossible by the rules. He has a 16 con and all other stats are between 7 and 11.
evilvolus wrote:
Not an area I can comment on. But when the lvl 5 barbarian with 21 strength BEFORE he rages misses while raging the party gets a bit upset. Maybe the DM is modding stuff to his benefit to make up for allowing a character that has a +14 to hit and +11 to damage with his favorite two-handed weapon into the game. To answer your question yes, other than his Con score every other stat really sucks. (This is assuming he is doing this) Now if you do this to make it a challenege for the barbarian then you seriously screw the poor monk who only has a +6 to hit. I love it when every big baddie we enounter requires a 19 or 20 to hit unles I flank, in which case I merely need a 17 or 18. But that is a completely different kind of complaint.
evilvolus wrote:
The were-rat and harlequin were also shielded as discovered when our party sorceress threw magic missles at them.
Studpuffin wrote:
I am just going by what another poster said, that being lead by our noses by NPCs is the modus operandi for the entire path throught the modules. I would be very happy to learn that is not true.
Jeremy Mac Donald wrote: So if your main question is - will the adventure more or less be about getting adventure ops from NPCs etc. and then going on those adventure ops then the answer is yes - that is exactly what the campaign will be about. Then quite frankly this is a very poorly designed series of modules. There are lots of ways to lead characters by their noses in an adventure path without going to RPG version of Inspector Gadget and the explosing mission note at the beginning of every "episode" of the adventure. Thanks for the information. Basically I can sit back, let the scenary go by and defeat the monsters it drops off in front of me. One would think though that an Adventure Path based around a city with the complex relations that exist in the city would deviate from this path at least a little bit. But obviously that was too complex an idea.
Nameless wrote:
The problem has been that every single major foe has been fully buffed, often by spells that only last a few minutes, even though said foe does not know exactly when the party is going to arrive. The example above was the were-rat. By our actions the were-rat should have buffed himself then had them all wear out since we approached right up to the room he was in then left and went another direction for what had to be 30 minutes or more of real time. If he didnt buff then but later then how did he know exactly when to buff since our halfling thief actually snuck up on him without being spotted. Sure he could hear the big loud barbarian in the distance but that doesnt tell him we are going to attack them any more then. It would have looked just like the first time and if he didnt buff the first time then why did he buff the second?
I dont want this to be bashing the DM. I am more curious if this Adventure Path as written is going to deviate from the current pattern. NPC #1 shows up and gives mission. NPC #2 shows up and gives mission. Kroft summons party and gives mission. Friendly neighborhood cleric shows up and gives mission. NPC #3 shows up and gives mission. End Module. Rinse and repeat for next module. That and the constantly buffed and preped enemies is getting annoying.
Cpt_kirstov wrote: I think that this is a case of reading the "before combat" sections of the stat blocks and thinking that it always happens before combat. Unfortunately, this isn't always the case. The wererat definatly would have been buffed... The hag, it depends on when she notices the party.. if she had 2 rounds then yes, she would have both buffs on. less than that, prolly not. Not really on the were-rat. We killed all his minions in the other room with the shrieker mushroom, went a bit further down the hall then the party thief convinced everyone to turn around and head down another path. This resulted in us fighting sewer tentacle monster, lifting some gate and wandering who knows how long in the normal sewers before deciding that we had to backtrack. Then we headed back to shrieker room, where the shrieker was already dead due to angry barbarian, continued down the path and within a few minutes found a were-rat that was hiding behind cover waiting to ambush us. So at what point did he buff himself? When the shroom screamed? Sorry those would have worn off by the time we returned. If he buffed when we came back how did he know we were there? The rogue was scouting and actually found the were-rat before he found us. Basically we had a foe that was allowed to be fully buffed no matter when we encountered him.
tbug wrote: Have you tried telling your GM that you'd prefer a less railroady game? To be honest yes I have. I suggested to him and everyone else that maybe we should leave town for a couple days and seek our fortune (or borrow by force) the fortune of someone else, AKA good old kill the monsters raid the dungeon. The DM very quickly said that this was not the adventure path and that we would not be deviating from it. The "in-character" explanation is that we all love the city so much that we would not even think of doing anything except help the city every waking second of our lives. Unfortunately that requires us to sit around and wait for the next NPC to knock on our door and ask us for help. I am starting to think I should have made the DnD version of Michael Weston and call all these NPCs my clients. I could even complete the image by getting myself burn-notice backstory by getting kicked out of the city guard.
fray wrote:
Which leads back to another point that is starting to irritate the entire party. As written almost every single big baddie we have encountered is, through no fault of our own but by the way the adventure is written, has had plenty of time to throw every conceivable buff spell on themself. Goth-elf
All got as much time as needed to buff, yet knew just when to cast spells so that our dallying around did not expire their spell/scroll/potion durations. Each of them had armor class values in the mid to upper 20's after buffing. I am starting to think that every time we enter an area we should randomly make a ton of noise then sit on our asses for 30 minutes so the big bad bosses buff up expecting us then have their spells expire. Not that this would work of course, but its getting frustrating. If I run into one more shielded/barkskinned/blurred/cats graced/mage armored foe again I am just going to puke. One of these time I would like to see us walk in just as the baddie starts to drink that second potion, instead of conveniently 10 seconds after he finished drinking the last. So is that poor DMing or is every one of these foes statted out in the module fully buffed.
carborundum wrote:
Well this is not a very well written one. The railroading is so obvious that the entire party knows we are just here to roll the dice and kill whatever monsters the NPCs point us at. I will disagree with one thing. Epic is when a character or party choses to do things based on what is going on around them. COTCT is not epic. Its not the party being epic, more along the lines of epic being the party.
True, but as far as I can tell everything that goes on in the module to date has been based off NPCs who come to the party asking for help. If that is the case then nothing is written in the module for if the party wants to be proactive or have any initiative. Like I said, comes down to playing through a book that has already been written. The only question that really comes up is how many characters die through the whole thing and if there are any TPKs during the series. As for DM style. I am not going to comment on that at all for obvious reasons. This is more about how the Adventure Path is written. I just hope it opens up some in the module or in later modules.
Okay, in a group that is on the second COTCT module. Plague is hitting the city hot and heavy and citizens are dying left and right. I have no idea how far into the module we are but we just captured a goth-elf who was playing with dead nobles. This is what is bothering me. This whole campaign to date has been the biggest railroad since the Dragonlance module series, minus the epic feel that DL had. One example, since the very beginning of the module my character, a former sailer, has wanted to explore the ship sunk by the town guard. The DM has basically refused to allow this by making it impossible to find the actual location of the ship. Why? This makes no sense till the session before last. In that session a were-rat came along, asked us to kill her murderous brethren and as a reward will tell us where the ship sunk since she happened to know where it went down. So basically we couldnt explore the ship until the module storyline told us we could. Yawn to say the least, though I admit this is not really the DM's fault if that is how the module is written. No this is the annoying part. On the ship we find important evidence. We find the death boxes, we find the body of a cleric of the god of disease and undeath, and we find a receipt showing that the "doctor" who the Queen hired to save the city actually owns this ship of plague. All of this would be very useful information we could have had 5 sessions earlier and used. I do not feel so much that I am playing a RPG as much as living someone's conversion of a Raymond Feist novel or a chose your own adventure book we all loved when we were nine years old. Please tell me this adventure path gets better and the players start to get to make real decisions. I want to know that if need be my character could leave town for a day trip without waiting for it to come up in module number four, page 22, paragraph 6, line 2, when the module "tells" me I decide to leave town.
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