I have been using hero points for the past 10+ years in different systems and I like them. What I have noticed is that players don't always use them. I was running a game this past weekend and the table had 5 hero points available (1 per player), and over the course of a 4 hour session, I think the party used 2 of them. While I agree then can be powerful, the players often forget about them, or they want to save them for an emergency.
I added a part 2 to Dragon's Demand and called the entire campaign "Dragon's Revenge." I relocated the entire campaign to Lands of the Linnorm Kings to give the campaign a Viking feel. I added quite a bit of additional content along with a Dragon Themed creation story that I am sending to the players between sessions. Needless to say it is just massive in size.
Its interesting to see the different opinions of dungeon crawl. Some folks like them and some don't. I personally really like the dungeons, and am a big fan of the dungeon crawl. I think the key to a good dungeon crawl is the GM keep the action going and not let it just become an on going series of mindless encounters. In my own group I have one guy who is not a big fan of dungoen crawls, and prefers more of an urban campaign. One of the things I like about what James & team are doing is that they are willing to mix up their AP's so that they are all a bit different. I definitely do not want to get AP's that all look the same but with different NPC names. IMHO, this is one of the top 5 AP's that Paizo has produced, but I do recognize that if you don't like dungeon crawls, this is probably at the bottom of your list.
This is really great news. I had pre-ordered the original RC, but had really given up hope and asked for my money back, which Nick did. I know that Nick & Lou had done a lot of work on this one, and it whould have been a bit disappointing if it did not get released. it is good to see that they are picking up some of the old abandoned projects and turning them into quality projects. With all that said, FGG is becoming a power house in the RP industry. Tsar & Rappan Athuk are probably the top adventures that have been released this year. Just massive works of gaming goodness. My thanks to the FGG crew for picking up this one, and I hope that they also pick up Pett's Ebon Shroud.
Hello! I personally love the dungeon, so this is one of my favorite AP. However, I recognize that not everyone likes a dungeon centric. Some folks like urban adventures, some like more story based adventures, etc. What I really like about Paizo is that they try different things in their AP's. I have not liked all of them, but there are plenty that I think are excellent. I trust James to continue to make good decisions. With that said, I think the forums are the place for fans to give their opinions on what they like or don't like. PS...I still would like to see Paizo do a true megadungeon.
it all depends on how you view evil races. If you view the orc as merely misunderstood and has the potential for good, then you get into a grey area of what is really evil. I think as you move away from humanoids to the other classification of monsters (demons, aberrations, undead) it is much easier to say that the world would be better with out them. In my game that I GM, orc = monster, and for the most part they want to kill you. So, no I do not consider wiping out orcs as evil.
I think there is a place for both sand boxes and railroads in adventure paths. I hope that they continue to mix it up. I liked the pacing of RotRL & CotCT, and I liked the sandbox feel of KM and SS. I just want to see adventures that stretch the boundries of what we have seen before, with interesting plots and BBEGs. PS...still hoping for vikings and mega dungeons!
In my group we have a paladin and a necromancer. Yes the paladin turns a blind eye, and yes the necromancer drives everyone crazy. And yes we have conflicts, but we have been playing together for a number of years and we make it work. As the GM, I try hard to make it fun for everyone, and they all continue to show up for my games every month. As a side note, we have lots of food and drink at our games, so its all good...
Gorbacz wrote:
Its impressive, no doubt. As a side note, the PF RPG core rules book is #2 in the fantasy gaming category behind Ultimate Magic.
About RexilCONSUMABLES:
Ammunition rocks (20) X X X X X X X X X X X X X X X X X X X X Spell-Like or Racial Abilities
Potions
Class Abilities
REXIL Male stone giant Rogue (Thug) 2
DEFENSE
OFFENSE
STATISTICS
Feats
Skills
Rogue Talents
SPECIAL ABILITIES Sneak Attack +1d6 COINS
EQUIPMENT
Weapons – MW greatclub, 20 rocks
BACKGROUND
While some of the stone giants continued to resist the new order, Rexil was just too impressionable, and latched onto Mokmurian and his cronies as the dominant power in the clan. Though he was too young to be trusted with anything important, he found himself a job fetching food and drink for Teraktinus and tending his equipment. He wanted to join the raid on Sandpoint, but was considered too young and inexperienced. As Mokmurian spent more and more time ensconced in his library, and Teraktinus was off waging war, Conna began the task of redeeming the impressionable youth, leaving Rexil conflicted between anger at Mokmurian for killing his parents and zealous fawning over the powerful wizard. With Mokmurian’s death at the hands of the shorter races, Rexil has become fascinated with those who possessed enough power to defeat him. DESCRIPTION
|
