scary harpy wrote:
That touches on a whole other level of AC. The tactics and choices John points out to make your commoner more survivable, are the same tactics and choices that can improve any NPC or PC class. Finding more interesting ways to use alchemical items, racial abilities, common weapons, etc, will make every low-level game more interesting.
Just finished editing "Cooks' Day Out", the adventure included in the core AC. We playtested this module with John when he first came up with the idea, and it's even more hilarious now. Reminds me of "We Be Goblins". It's a great intro for new players, and is a fun way for jaded grognards to put serious thought into threats their standard PCs would destroy with greatswords and spells.
Just finished editing "Cooks' Day Out", the adventure included in the core AC. We playtested this module with John when he first came up with the idea, and it's even more hilarious now. Reminds me of "We Be Goblins". It's a great intro for new players, and is a fun way for jaded grognards to put serious thought into threats their standard PCs would destroy with greatswords and spells.
Matthew Downie wrote:
Good advice. My players are already deep into the backgrounds of the NPCs, some investing two or even three traits, with the NPCs woven solidly into their origins. I suspect I won't have an issue adlibing interactions and keeping the players interested. With only 4 players, I'm anticipating at least one of the NPCs accompanying the PCs on their missions, particularly the early ones. The rules anticipate the NPCs being in danger, giving each player a +1 to attack foes when they're threatened. I'll be setting the scenarios up so at least one of them is involved significantly.
James Jacobs wrote: We probably should have been more clear about the XP thing, I suppose. Our standing is that whenever XP gets handed out for ANY reason, it's split up among the party. If it's intended to not be split up, we specifically say so in the text—and we almost never do this. We DID experiment a bit with this in the start of Skull & Shackles, but beyond that, when you see XP, it's split evenly among the party. "The first time you reach this Relationsihp Level with an NPC, you gain 400xp." There are a lot of "you"s in that sentence and, personally, I love that. I want to encourage players to develop friendships and rivalries with the NPCs and am lucky to have a group of roleplayers already excited about the idea. Once a player gains an XP bonus, the others will be even more encouraged to participate, whether by building a friendship, a maternal or sibling dynamic, or a rivalry. One of my players is a vivisectionist alchemist and the younger sister of Amieko. If that doesn't develop into a sibling rivalry, I'm not sure what would. In short, I don't see a few hundred xp making more of a difference than I can compensate for.
SnowHeart wrote: First, you should understand that I'm running caravan combat differently than as provided in the rules. For any caravan combat, I take the PCs out of the caravan (and the caravan loses the bonus from having the heroes in it). The caravan fights an abstract enemy, per the normal rules, while the PCs fight one or two "bosses". The sooner the PCs finish their own fight, the quicker they get back to the caravan and get the hero bonus back to its stats. So far, the players are really enjoying this. We talked about it at the end of the game and they agreed running the whole combat on the map, with all the PCs, would be tedious but just doing the caravan mini-game would be boring (to them; YMMV). I've been considering the same thing. We'll be starting Jade Regent in a couple weeks and I'll keep these things in mind. Sounds like a great encounter, very well handled.
James Jacobs wrote:
An aquatic campaign/AP (that wasn't just sailors and islands) is decades overdue. I've spoken with cartographer Chris West about ideas for underwater terrain maps and am working with Christine Stiles on introducing more aquatic shapeshifters into the Bite Me! Guide to Lycanthropes for exactly this reason. If written well (and what Pathfinder product isn't), an underwater AP could change the way games are run.
I love the flip mats and have found them, in combination with the map packs, a great addition to my game. I'm pretty disappointed that the opposite side of the arena is just another arena. I'm not sure what the thought process behind that was. Even a blank terrain map of something that hasn't been done yet, like an open desert landscape (without an oasis) might have been a better choice. On closer inspection I suppose it could be representing a water filled arena, but I'm still not quite getting the point. In general, the more diverse the sides, the better. |