Father Padrick

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I am planning a new campaign on the E6 rules variant. I found the P6Codex project website, but the download link for the abridged codex isn’t working for me.

Does someone have a copy of this PDF that they can share?

I get the gist of the E6 variant, but would like to have something to pass along to players for whom this will be a new experience.

Thanks!


I have been running a weekly game now for 11 years. Transitioned to Pathfinder as soon as it came available. Group has evolved over the years, but we typically have 4 to 5 adult players plus myself. For the most part the group has been great and we get along well. Attendance is remarkably stable and players tell me that they are having a blast.

However, over the past month I have found my motivation to keep running the game ebbing. I'm struggling to retain drive.

Some days I wonder if it is time to move on.

I still love the hobby and enjoy the stories that we create, but my zeal is diminished.

I need advice on rekindling passion for the game.

Thank you in advance for your advice and recommendations.


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After several hundred dice rolls, more than a few "uh-oh, we're done for"s, and almost two years of weekly gaming, our group has just finished Rise of the Runelords Anniversary Edition.

What a journey! Lots of things to like about this campaign. Things I would change? Sure there are some elements that could be altered to better fit our particular gaming group, but on the whole it has been a resounding success and lots of fun.

This was my first time running an adventure path from start to finish. Not sure if I will do it again, but now I understand why they are so popular.

The Heroes of Sandpoint ride into the sunset... victorious!

Congratulations to our group of seasoned gamers. With such excellent friends, oh the adventures we will yet create!


We are looking at testing out various elements of Pathfinder Unchained and a couple questions have come up.

1) Is there a consensus on how the unchained monk's flurry of blows works with the revised action economy?

2) If it follows the same as the sidebar in the revised action economy section, what happens when the monk spends a ki point for an extra attack as part of the flurry of blows?

My thanks in advance for any thoughts on this. How are you handling this in your game for those that have adopted the system?


Although I have been involved in RPGs for a long time, Rise of the Runelords was the first adventure path that I have used in its entirety. We started it about two years ago and are now in the very closing chapters (weekly game, 3 hour sessions).

I'm curious to know how common it is to actually complete an entire adventure path.

Based on the volume of posts for the various books, it appears as though things taper off quickly after book 3 or so.


Our weekly gaming group has been meeting Tuesdays at 7pm-10ish for the past 4 years. Unfortunately three of our players are moving to a different city for work. This has opened up two or three seats at the gaming table!

We are an older group, ages 25-45. Gaming experience is preferred (especially with Pathfinder RPG), but is not required. We are happy to have new players learn the game so long as they are enthusiastic about creating a shared story and are fine with our house rules. Those rules are no alcohol/drugs and no swearing. The swearing thing might sound weird, but I have kids upstairs and I'd rather not fill the air with blue language.

If Tuesdays don't work for you, we can look at alternatives. Likewise, if every week is problematic, we may consider going to every other week.


Is it reasonable to conclude that the extensive use of poison represents an inclination toward evil on the alignment spectrum? My initial thought is that poison use is inherently evil in most if not all instances, as such I have generally made the possession of poison a capital (or at least serious) offense in good-aligned nations in my campaigns.

I would very much appreciate the community's input on the status of poisons in the campaigns you are running/playing. Bottom line, is the use of poisons evil in your game and why or why not? I could be swayed either way.

Thanks!


My group of players keeps inviting other friends and neighbours to come check out our game. So far everyone who has checked it out has gotten hooked. I just heard from one of our newest players that he would like to have his girlfriend come sit in on our game tomorrow night.

This has got me thinking of scenarios that would cause this potential player to balk at sticking around and rolling dice in the weeks to come. Here are some of the possible pitfalls that I see...

1. Our only female player had to stop coming due to some personal reasons. Meaning it is just a bunch of 20-30 year old guys sitting in my basement. My good wife has tried lighting scented candles to try to off-set some of the "guy aura" but that seems to work best once everyone has gone home. When we had a woman player, the single guys had marginally better hygene. Now I worry that this girlfriend my fail a fortitude save only a few minutes past the time the last potato chip disappears and collapse on the floor.

2. We have a great group of players, but one in particular is somewhat of a sensitive soul. He can get a little excitable. His buddies manage his sensitivity fairly well, and I don't allow swearing in my home (I have young kids, so it just isn't cool), but I worry that he will take something the wrong way and have a fit. I know we are grown men playing a game in my basement with little metal figures and all of that, but still, what will a newcomer think when she sees the twenty-something shedding a tear over a low dice roll?

3. The rules-lawyer has been fairly muted since we switched from 4e over to Pathfinder where the DM (yup me) is much more at ease. Still, the thought of a discussion about exactly how bonuses stack, or don't, or some vague reference to what some feat in some book may have said about what so and so wants to do, or the physics of a fireball in a small room, or just what consistutes cover given the size of the monster and their triangulation with the horizon, or any such minutiae will put our newcomer to sleep. She leaves without having seen a fast-paced, exciting game because the lawyer just loves intricate rule discussions. Of course as DM, I reserve the right of summary judgement after brief discussion, but I also don't want a new player to think, "so the DM is the meglomaniac at the end of the table right?"

4. We don't play with teenagers or little kids. I don't allow swearing in my home as it keeps us much more civil (and the wife happy), but we still deal with mature themes in the game. Sometimes a few at the table can get a little carried away, such as the PC who is being played with a touch of insanity and has started taking trophies off of enemies that he defeats. Or the evil empire that is trying to usurp the local authority by abducting citizens and turing them into horrific flesh golems that are then unleased against the general public. You get the idea. This isn't D&D the Disney cartoon.

Well you can see that although I am excited to have someone sit-in on the game, I am a little concerned that they may be turned off of the whole tabletop RPG after a few hours with our eclectic bunch.

Does anyone out there have any horror stories from when someone sat-in on their game to see if they would like to play? Could be good for a laugh if nothing else. Plus you could maybe help a DM avoid some similar pitfalls tomorrow!


Our group has recently switched over to Pathfinder from 4e and we are loving the change. I could use some assistance from the community though. I am wondering if anyone out there has come up with some general guidelines for converting 4e monsters to Pathfinder? I would be most grateful for any assistance.

The campaign that I have been running (dm created, not published) involved Spriggans as one of the key group of villains. Any suggestions?


One of my players, an old hand at D&D, has expressed interest in the Pathfinder Leadership feat. He is thinking of having his 9th level paladin pick up a cohort with a ranged weaponry specialization. I'm thinking that it should work out fine, but I'm a little concerned about the game mechanics involved with having our party of 6 upsized by cohorts.

I was thinking that since the cohort is a NPC, I (the awesome DM) should be the one who controls cohort actions, but I don't want to be capricious and take away the "coolness factor" of the feat from the player. It would be helpful to hear what other DMs are doing in this regard. Are you letting PC's manage their cohort as a pseudo-second character, or are you running the cohort like you would the other NPCs in the game? If you do control the cohort's actions, has it slipped into a railroading tool, or do your players enjoy the variability of not knowing with certainty what their follower will do? How do you manage running a cohort as well as all the other good stuff that is on the DM's plate?

Any suggestions from the community would be much appreciated.


I could really use some help with this one. Last night at our regularily scheduled gaming session my players gave me an $80 gift certificate for the local movie theatre. Nice! I'd like to do gifts for each of the players, but I'm not sure what D&D type (or roleplaying in general) gifts to give. I'd like to keep my costs down to about $20/player (I have 6 players, so the sky is definitely not the limit). Players range in age from early twenties to mid thirties.

What are the other DMs out there doing in this regard?