Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Seems like the link is to the old one. I got it here
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
graystone wrote:
We had the same issue with the party giving up on lockpicking. My question is what role should locks and lockpicking play in the adventure? Should there be locks that can stop the party in the adventure and force them to go around or make a bunch of noise? Or should most locks encountered be a one or two round distraction from the rest of the adventure?
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Page 178
Page 305
Looks like these were written by two different authors and the wording leads me to think there is some ambiguity.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Background
For example here is an extensive walkthough of cleric powers from our cleric. We are a group of players, mostly in our 40's that have been gaming since the 80s (+ one son) and currently play pathfinder twice a week with 5 separate campaigns, rotating Strange Aeons, Ironfang Invasion, Ruins of Azlant, Iron Gods, and Legacy of Fire. We were excited to try out the playtest and see how it ran. I am a firm believer in playing through these rules to see how they work in action. 2e Overview Pros
Cons Party Makeup
(had some trouble with spellcasting actions with a weapon and shield, solved by drawing sword in second round.) Room by room details: A1. The Ooze went first, spraying the party and advancing on it. The hampered condition ended up not having any impact as the people who failed the save were next to it already, and maneuvering is not really needed with AC 5. Rogue hit twice for 20 in the next round, which would be a theme throughout as he tended to do the most damage in combat. However the Ooze hit back with a hit and a crit taking him down. This would also be a theme for the poor rogue as he went down several more times. The rest of the party took the ooze out and we moved on to the dying rules. We were confused on the shift in initiative and put the rogue right after the ooze and his failed dying check put him at dying 3 (2 for the crit that took him out and one for the failed save) before anyone else could act. The cleric brought him right back up though and we learned about still being unconscious after being healed. Players did not like that, but it never became an issue. The party kept to the left when entering A2 A3. as the goblins did not notice them they entered the vermin den. As they looked at the rubble the centipedes boiled out, using acrobatics to crawl through his legs and flank the rogue. He was poisoned and hurt badly. Here the shield came in handy for the fighter when the centipede critical hit was completely absorbed by the raised shield. The ruling here was that no damage meant no save vs poison. A2. The party was a bit split when the encountered the goblins, but this meant nothing. All of the goblins attacked the cleric (two flanking and two with arrows), but as his shield was up, even a critical did not take him down. The rogue and the fighter moved in and took the goblins down in one round, two each. A4. Party noted the corpses here and agreed that Drakus was likely not a vampire. A5. The party noticed the fungus but had no nature to identify it so the wizard decided to take care of it with produce flame… The whole party was engulfed with 2 members becoming confused. Here they made their act normally rolls and just ran to a corner of the room until the confusion ran out. This could have gone poorly if they had started attacking each other. A6. Here we got to interact with the invisibility and poison rules. A critical failure on the rogues check to fish out the idol activated it. After getting beat up the first round, one of the quasits went invisible, and started healing. The other one poisoned the rogue who spent the rest of the fight running away and drinking potions of healing. The seek rules worked out pretty well here and after finding the imp, quick work was made of them both with magic missiles providing a good chunk of the damage. Then the party tried to help the rogue with first aid but he was not able to get out of the depths of posion before it ran out. At this point, the first session was over and the party decided to rest. The next session took up with out the wizard. When we picked up again the party tried the locked door and were foiled. Four lockpicks later they gave up and chopped the door down. I was ok with locks that are hard to pick, but 10 years of pathfinder has taught the players that they should have no trouble with locks. The breakage rules did make them vow to just chop down all doors from then on, so maybe something to look at there…
|