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So I'm getting involved in pathfinder and want to jump immediately into DMing. I've read through most of the pathfinder society materials at this point and have a grasp on what I need to bring to the game/buy... but what things outside of the required books/materials do people find helpful? I know that's vague, status cards, initiative trackers, certain books, apps (on android), etc? Appreciate any help :)
Well, instead of posting a variety of threads I thought I would go with the status quo and post my own playtest thread. This game is an online game in a private forum, so no link sorry (unless someone like Jason wants to see it), and It's mostly DM run anyways (I make all the rolls). I'm running the Shackled City Adventure Path (the Hardcover). The group is a bit blind to most of the changes, I only told them the 1st level stuff and will try and gauge their reaction by the new levels. They'll be getting ample opportunities to tweak their characters though if they don't like something. They're only using the Pathfinder classes. For players, they did 28 point buy. I took a vote and they decided to use the Racial HP modifier. What I ended up with was:
Their first impressions were good. The fighter was a bit leery about the channel changes for some reason, thinking they might be overpowered, but he was reassured when they effected a whole area, and not just selective targets by default. Most agreed the previous turning/rebuke system was far too cumbersome. The cleric loved the changes, now that he didn't have to be a healbot. The group really liked the racial changes, they finally felt like they could play other races and be on the same footing as humans, especially half-orcs who were unjustly punished for their lineage. The group liked the HP changes and the favored class mechanic, anything that boosted the survivability at low levels with a bonus for them. The group liked the skill consolidations, they only were iffy on the combination of Concentration into Spellcraft; and that was because concentration was now based off of Int. I gave a good argument for why managing magical energies would be better for smart people over tough ones and they agreed though. No one missed use rope. The only other gripe with skills was that diversification was harder with only a couple of point to start off with, but that was mostly from the low skill classes (2+). Regardless, they were fine after realizing after 1st level they were basically getting 4 points for 1 if they invested a new skill. The group really liked the getting rid of Exp costs, as was I. It was something that never made sense to me as a DM and as a player. It seemed to penalize characters who wanted to be prepared and had already sunk their experience into crafting (by buying a bunch of feats). I'll add more a bit later, since this is ongoing, sure I forgot some stuff as well...
I have a player wanting to take a feat that requires 4 ranks in a skill, under the default 3.5 rules he could take that feat at character creation, currently using the RAW for pathfinder, he can not. I think this should probably be added to the section on 'prestige skills' or somewhere in the feat section that the requirements for feats that require skills drops by three (minimum 1).
I'm just wondering if anyone here has any input on how leaving and returning would impact the game. They left in the brain room (after defeating it) to go back to town and rest, but I don't want the rest of the dungeon to be a cakewalk now. I decided to swap the BBEG for a psionic version to make things a bit more harder and/or interesting, but the only other encounter really left is the Advanced Octopin/Vrock. So any input on creatively re-populating the first few segments that would make sense at this point?
Ok, so the group goes into the mine. Only taking the time to bribe the very first set of guards and letting everyone else see them run past and smash the barrier. So they kill the hextorites quickly (having half the temple bum rushing them at the beginning and half the temple getting cleaved to death.) And take their loot back up. So I had them dump a cart load of ore as they approached the top (since they were moving very slowly and the cart was packed full of stuff.) So the party falls, nearly TPKing (I think they had it coming for being so blunt.) I figured he would assume them to be dead, so patches everything back up assuming they cleared out the temple or leaving them to deal with the remainders of the temple. But they just decide to climb back up, where the slaughter the 6 mine guards on shift and return to town to sell. They return, eeriely quiet as they return to the temple. So right now I have them either:
Any other ideas? Thanks
Well my online group died, and some of my players (who were in the online campaign) and I wanted to continue playing. Although I wanted to restart, since the new players wouldn't know whats going on. They hadn't met the ghost of the land family yet (in the first module.) If anyone has any ideas for how to change the mobs/traps I would like to hear them, thanks :P |