Aaron Shanks wrote:
Are there any rules that expand on hexploration or surviving during harsh weather?
Plot Summary: Seemingly random people are murdered in the poorer areas of Alkenstar city. It turns out that a bored noble and his enamored investor have thought of a new, sickening way to entertain themselves. By adding some rare crystals to clockwork assassins, they are able not only to pilot them remotely but also "feel" like they are them and enjoy their kills. The PCs are hired to investigate, are ambushed by clockwork assassins too. They discover the crystals from the body of an assassin they manage to defeat. They follow the trail of the crystals through the mana wastes, find out what is happening in the dangerous mine where the crystals can be mined and return to Alkenstar to confront the noble and his inventor partner in his skyscraper apartment. Team Composition: Team Screenshot Zak: Human Gunslinger with the Way of the Drifter
Notes We are playing with the no-level to proficiency variant rules. Also, like our usual campaigns, I am designing the sessions to be cinematic, setpiece affairs. Meaning, all of our encounters are complex encounters with high difficulty. 95% of the encounters we play are XP 120 and above. Session 1 Part 1:Storyboard Episode 1 Screenshot 1 The PCs are hired to investigate and start by randomly patrolling the streets at night hoping to be targeted. After a few nights with no results, they are ambushed by a local gang. Encounter 1:Encounter 1 Screenshot. List of Enemies:
Total Encounter Cost: 126 XP
Mark Seifter wrote: I'm not surprised you couldn't get him to take a risk on unstable. As mentioned in the welcome thread, the version that's in the file was a mistake and will not be the final version; you won't have to gamble your turn like that during an encounter. If there's a gamble, it'll be for the consequences that happen to you after. Hi Mark, that is great to hear. The player in my group who built and played an Inventor in our playtest session was lamenting how over-restricted the Unreliable keyword is. It becomes even more obvious at higher levels (we played at 8) where you simply skip Unstable feats because they are subpar options (but are so cool). Any chance we get an update of the playtest document rather than wait till the end? Also, a fix on making a dual pistolero solve their reload problem would be appreciated.
CorvusMask wrote:
I see your point, but Champion is a Martial, with the highest armor proficiency progression to boot. Champion still easily gets 3 focus points. Basically, the more focus Feats you get the more you build up your capacity. With Unstable you peak at 1 making taking more than one Unstable feat undesirable. Which is a pity because all of them are super cool.
Hi all, this is my first post in these forums! I see pages upon pages of discussion on the temperature table; I am surprised however that none addressed the very high Save bonuses the monsters have. The level 1 Naiad has a +8 in her Will save! How is that possible with such a low Wis modifier? The Legion Archon's saves are shockingly high as well, with a +17 Fort at Level 7. I heard several times that monster saves will be lowered in the final version but it seems this is not the case. Me (as a GM) and my team were disappointed with the high DCs in the playtest rules, because effect-inflicting spells rarely took hold. This promotes the blaster type of caster (where even a failed save will result in some damage output) and makes fewer tactical options viable. On a similar note I also see the skill modifiers being very high. The level 7 Archon has a +15 in Perception! |