Churgri of Vapula

Zouron's page

Organized Play Member. 386 posts (560 including aliases). No reviews. 1 list. 1 wishlist. 6 aliases.



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Well, I would most certainly buy it. I always much prefer this one to the official stuff and to this day I still use this book.

What I want the most is even more Kingdom Events and also something to make cities have a bit more personality at the construction step.

Other things were more things to build in the countryside, different types of roads and balanced setup for different leadership structures. Like a council leadership rather than a single ruler, or elected leadership.

Rules for letting minor nobles having land without it totally ruining the economy and possibly ideas or rules for how they can levy their influence on the country/kingdom as a whole.

Clearer "rules"/guides for interacting with other kingdoms (like trade agreements would have an effect or how a vassal/colony would influence the country as well) as well as diplomatic events.

Rules for standing army, as the rules seem to reflect an army engage in active warfare.

Anyway, these are just my thoughts on the subject.


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amazing kingdom builder book, you really should make a new updated version with even more goodies!


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There seem to be some issues with the drop down menu (and the screen economy seems to be rather wasteful)

on the wish list I loved the side menues with everything written out rather than having to press the top menus, just makes me perform more actions before I get to the content I am interested in.

windows 10, chrome.


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Kingmaker would be awesome for this... *dreams of kingmaker as an adventure card game*


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*completely off topic* Argonians are my favorite elder scrolls race :)


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Tels wrote:
Some things changed, some things improved. Over-all, I'd say Pathfinder is an improvement over 3.5 or 3E.

I mostly agree, especially if we look at the raw mechanics rather than their implementation in the form of classes, spells, feat, etc.


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Tequila Sunrise wrote:
Zouron wrote:
Tequila Sunrise wrote:
So...*scratches head*...what would be your ideal PF? Only wizards get spells, and those spells are all at-will?
never said I knew what would be ideal for PF but the systems Mr Sin mentioned are certainly a step in the right direction.
Fair enough, though only the 3.5 warlock (and presumably the PF invoker) have at-will-only magic. Power points (used by psionic classes) are a daily resource, and vestiges (used by binders) always have encounter abilities.

I said a step in the right direction not that it was the solution.

Tequila Sunrise wrote:
Vivianne Laflamme wrote:

Since this was apparently rather controversial in another thread...

Modulo cheap and easy access to resurrection, I think that PCs dying to random encounters, traps, and other narratively inconsequential things makes the game less fun and pushes players towards being less invested in their characters and in the campaign. Additionally, if the player spent a long time making the character, developing the backstory, and connecting the character to the world, the campaign, and the other PCs, then by randomly killing off their PC you're making them throw away all that work for nothing.

Yeah, I'm always surprised when a DM expects me to put a lot of thought into my PC and to care about him/her, and at the same time insists on things like "Let the dice fall where they may!" and "All real PCs start at level 1!"

'Cause unless we're playing 4e, those things are mighty hard to do all at the same time. And even in 4e, sometimes the dice just don't go my way...

I wonder what a GM would say if their setting might die just as easily and then the players go "Let the dice fall where they may! Remember REAL settings start at level 1". Personally I think as a GM I would start screaming and throw a tantrum if my "setting" was destroyed hehe.

Seriously though players should be treated as the main characters in a story, they can die randomly but it should never be without rhyme or reason.


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Well in the case of an animated Pathfinder movie I would love to see Don Bluth as the director or maybe Hayao Miyazaki cause his works are totally awesome.

As for story, I agree original is best but if it was to be an AP I would probably say Jade Regent, the whole harshness of travel work so well in animated movies.


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I thinmk Kobold Cleaver is regarding Worst in terms of "most restricted" in terms of customization options

Kobold Cleaver wrote:
I just think, compared to the rest, rangers are the most pointlessly restrained.

Also he/she/it clearly doesn't mean mechanically. Also it seems only to be a semi serious inquiry:

Kobold Cleaver wrote:
Again, I'm not trying to damn the class. I apologize for the clear lack of clarity in my original post. I am wondering what people think of the ranger's very strangely limited ability, and thought I'd have some fun.

Here is my thoughts:

I don't find him to be the worst class that has been strangely limited in terms of customization, honestly I always scratched my head at the whole two-weapon style since it clashes with my inner vision of what a ranger is. Honestly I have a much much harder time with classes restricted to certain alignments.

TriOmegaZero wrote:
Kobold Cleaver wrote:
It should have been made a good class at the get-go.
You're arguing a subjective topic like it is objective fact.

The topic is subjective, but I think Kobold Cleaver is trying for a bit of debate/discussion to gain a feel for what people thing in regards to the whole weapon style mechanic.

Dragonamedrake wrote:

Class A has massive problem X. Now I know Book Y has fixed massive problem X but lets ignore that...

Do you think Class a is broken because of Massive problem X. Again. Ignore the fact that problem X has been fixed.

Comments?

Actually yes, try to consider the inquiry as a regard to the design philosophy behind then original class and in that regard I think that the weapon style thing is a hold over from older editions.

MrSin wrote:
Well, to be fair its only 3 feats and it doesn't take much to use a two handed weapon effectively. You really just need power attack and your done, unlike archery which has a lot of feats attached to it and two weapon fighting which requires at least 3 over its career(and for less oomph too!)

Well to me the point of running around with power attack is to gain cleave, cleave and greater cleave to me are to a power attack what improved and greater two-weapon fighting are to two-weapon fighting, the extra "oomph" that makes it all worth it.

Umbral Reaver wrote:
Hey, the Drizzt class is fine!

No a Drizzt class is an abomination unto nuggan! :p


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My best advice is really a bit more general the kingmaker specific and I assume you probably know most already, from what I understand you have the following:

a 5 man group
fewer random encounters statically then indicated
a group of good roleplayers.

Your five man group is a bit more than the four average, so you could start by beefing up encounters by 20%.

Does the character in your group fit into the 15 point-buy stat range or are they higher? if they are increase the encounters even further.

Analyse your group to see what are their strengths, go to strategies, weaknesses and what do they avoid. Exploit their weaknesses to make the encounters harder, create unfavourable conditions to water out their strength a bit.
- Example: for my kingmaker group one of thir key strengths were an abundance of magic, one thing I found that put a bit more thought into how it was used and made it harder for them was an outbreak of cold weather (their exploring went well into winter) that forced them to spend quite a few spell slots of endure element (for themselves and their mounts).

Analyse your own strength, weaknesses and patterns for encounters and every now and then do something you wouldn't normally even consider, something off the bat.

If you are not rolling enough random encounters simply don't roll for them every time to catch up, if you don't want to do that toughen them up instead and create unfavourable conditions for the players, where they are forced to make less then optimal choices.

Remember the 20% resources spend per encounter by equal CR rule, and up the encounters to force them to use more resources.

Increase the number of times they can have a random encounter to say 5% every time the enter a hex, 5% per day and another 5% per night and finally a 5% chance of a natural hazard occurring per day (heatwave, cold snap etc).

the first book of the Kingmaker AP is to be a bit static, so look it through and make the opponents dynamic, think of it as a game of chess or Go, the staglord should react (badly) to their moves.
Example: After the river camp was taken out the players spend a bit too much time on other things then going straight for the staglord which resulted in that he had a party of bandits take over Oleg's trade station which resulted the players having to liberate it in a situation where they were actually heading back to drop off stuff and resupply making it a very difficult situation (which they solved by allying with the kobolds and have them dig a tunnel into the compound to allow for a diversionary attack from the outside with an infiltration through the tunnel).

Have some of the random encounters be something the players can't "escape" that is, rather than being able to run away before the encounter stats have them be the prey that walked into the clever hunter's trap. One thing is retreating from a pair of trolls you see, another is retreating when you are in their ambush, that is is someone down first round? it raises questions like how are we going to get that person out of here with us or do we leave that person behind to be eaten?

Change the fact of an encounter on them, when they think they have a encounter well in hand, throw in a monkey wrench, they are taking down some bandits with no problem? have a Owlbear or a pack of Thylacine attack or even just have the bandits receive serious reinforcements or maybe an old mite pit trap is triggered by a random player at some point in the fight.

Obviously they are doing more than well so you don't really need to be too cautious of them since they can handle it.

Hope it gave you a few ideas.


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Male Orc Ranger (Freebooter) 1 Rogue (Pirate) 2

Aye Aye me.


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According to Adventurer's Armory there is a board game called "Pits and Perils" that is in fashion with the Cheliax and Taldor elite (with those in lead get to dictate usually symbolic penalties to those in the rear).

Another game mentioned is "Siege" which is a "deeply strategic game" where you try to surround the other player's pieces (sounds a bit like Go to me).

As for chess... no idea.


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I really dislike that I sometime have to search through these books for rules rather then having them gathered in one of the main books. I can especially mention traits, I have completely lost overview of what feats there are and where they are. I truly wish I had a book gathering all these things into one book rather then spread out.


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Their CR of 20+ basically makes them endgame if the goal is a direct kill them confrontation of the beasts. But it could be that they are just going about their rampaging and the players have to survive/deal with the aftermath/hinder it in getting to a city/finding a way to defeat it rather then actually face to face battle. Giant monsters in movies like godzilla are rarely directly confronted so why should they have to in games.


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James Jacobs wrote:
LoreKeeper wrote:

That is incredibly beautiful art.

I can tell that the art budget has been beefed up in recent months. It is just so amazing!

Art budget hasn't changed at all for Pathfinder APs for a while, actually. The artists change all the time though.

Well that artist is a keeper, those illustrations are very cool.