I would say maybe depower a Cuckoo Hag (or even a Dream May Changeling) a bit and build an adventure based off of Coraline. Maybe children are going missing or have gone missing in the past. The town/village doesn't realize there is a pattern that it happens in a certain time every few years until the players put that together. Throw some misdirection, a jaunt into a pocket dimension the depowered Cuckoo Hag has at their disposal that reflects the "real world" where they enter through an old well. You can even, like in Coraline, add a cat that talks in the pocket dimension and can provide info. The reflection could be constantly night. I made something similar and I threw it on a small fishing island. I used Storm of the Century, Something Wicked This Way Comes, and Coraline for inspiration. I used a traveling carnival as a misdirection where townsfolk think the carnival is responsible for the missing children. So, the visiting carnival has no idea why the town is so tense. A storm arrives cutting off anyone's travel back to the mainland so they are all forced to kind of hunker down in a town that no one is in the mood to deal with outsiders with what is essentially two different factions (carnies and townsfolk) while the leaders of the town are trying to keep the tensions at bay while finding a way to solve the problems.
I get frustrated with the classes that pretty much lock you into an action either after an attack or before an attack so that you feel like you are locked into a specific pattern. The Gunslinger and Magus are the two that really do this for me. The Gunslinger if you are using a non-repeating weapon (in order to make use of the precision), you obviously have to use the reload and then the Magus where you have to set up the attack. Rinse and repeat.
ElementalofCuteness wrote: Where are the Investigators putting their stats? I've seen 18 int, 16 Dex all the time with ranged weapons... I'm thinking, if they are going full Investigator type where investigating crimes, talking to suspects, Charisma has to be up there. Just a hunch though Watson. I will say, while the concept of an Investigator is cool the problem is it is one of the classes you have to spread stats for giving it a Jack of All Trades, Master of None vibe until later levels where you can add more stats to fill in. It is a good class for games with very little combat and as part of a team that has heavy hitters already in it, but if the campaign relies on a good chunk of combat then Rogue is probably a better choice.
rainzax wrote:
Thanks, somehow I missed the one additional die in the fatal description before.
Hello all, I have a question about a Gunslinger with a dueling pistol and crits. If a Gunslinger hits a critical would his damage be: All damage figured then doubled: d10 (base damage changed to fatal die)+d10 (that extra fatal die)+d4 precision x2 or; All but the extra fatal die doubled and then fatal die added at end: d10 (base damage changed to fatal die)+d4 precision x2 + d10 (the fatal die)?
Fabios wrote:
I'm going to pull from my own personal experience here and not exactly about what you said here. I came over from DnD during the Great Migration. The issue I have found is more that some of the abilities and things are not very clear. They seem to be more geared to those that have been playing PF/PF2E for a while. I don't want to have to work through mental gymnastics most of the time. What I have found is that a lot of the things that throw me are abilities that are combo abilities you could already do, but save you some action economy.
moosher12 wrote:
Definitely Hero Forge. You can make a mini of various materials or an acrylic stand. If making a mini I would avoid the pre-colored ones. I have done that and because the colors are layered on by the filament it is not very detailed. It ends up looking almost like a Wiz Kids mini where details are hard to see.
I am going to be in Richmond that Saturday to see Laura Bailey and Travis Willingham...I live in Hampton. What got me into Pathfinder was the whole OGL fiasco. I have been playing tabletop RPGs since 1981. I started with the enemy and played a bunch of different rpgs (Paranoia, Talislanta, etc.) throughout the years and every iteration of that other RPG. The first time I heard about Paizo was when I got a subscription to Dragon and Dungeon magazines. I had gotten those magazines for years prior and when they were being published by their parent company. Still I never really paid attention to who Paizo was. Eventually at some of the book stores and comic stores I started seeing some Pathfinder stuff but really never had any interest in it until that massive miscalculation on that other company's part. After that I picked up all the PF2E stuff I could and some of the Pathfinder 1 stuff for various locations. So far, I have enjoyed PF2E. There are some things I don't like (very very crunchy where some of the feats seem to cover things you should be able to do with a skill normally, some rules being a little obscure for new people coming in, etc.), but the practices of the company for their people (ie. inclusiveness and the blogs about the people that made their products) and the world they have built are what make it worthwhile. Also, even on these forums, representatives of the company get involved with the community. That doesn't happen anywhere else.
Oh, Deer Lord wrote:
I don't know, if you did a "Gamemaster's Book of" style book where it combined Games (especially circus style games for those with a circus/carnival in their game), Hazards and other odd obstacles, I think it could be done.
Mangaholic13 wrote:
No, something to hold in hand. I appreciate the Archives but I am still one of those don't use tablets, PCs, etc. folks. The group I play with and GM are still that way. We have been playing together off and on since around 1989.
Old_Man_Robot wrote:
On a crazy note inspired by what you just wrote there, I would love to see a book where every class (feats, subclasses and all) up to the point is compiled in one book and another book where every ancestry is compiled. I know we have the Archives to find stuff but for old timers like me that love books in hand, it is a complete mess sifting through books to find stuff, especially with the various heritages being in the various Lost Omen books.
Kilraq Starlight wrote:
Yeah, was kind of thinking that Genshin vibe of hyperbloom, vaporize, etc. It would be interesting but would also probably become a go to where the GM would have to design encounters where the "wonder twins" couldn't get their attacks off in order to mess up their combo.
keftiu wrote:
“human sacrifice, dogs and cats living together... MASS HYSTERIA!”
Hilary Moon Murphy wrote: I view the plots of APs as guidelines, especially if we have reached the 6th volume of the AP. If this is fairly early on, read ahead and look for ramifications of your player's choices. If not... go with your gut. If your players have found an excellent solution, not in the AP, go with that as your new reality. Definitely. Players will go a different route than what is planned, even in an AP, that is their job. Maintain the gist of the overall story but follow the players' lead and continue to pull from the AP where you can...maybe add a new wrinkle here or there but reward the players' creativity. Sometimes their wandering off the path can lead to a new direction you never thought of and listen to them throwing out ideas because you may be able to use their ideas (unknowingly to them) to adapt.
Ravingdork wrote:
It was a wild time. It was funny because I would get my books at the Book Cache or Bosco's Comics when I lived in Anchorage, Alaska and those were the only places. Now you can find rpgs almost everywhere, even at Target and Walmart, the place that used to sell censored versions of cds for religious reasons. How the world has changed.
Things like this were always interesting thoughts to me but I never went into detail with game mechanics to determine it unless there was some story aspect attached. Along a similar line of thought:
Of course, later on in the Infantry, and especially Light Armored Recon as a scout, you learn to travel light and fast carrying just the essentials which would be more equal to what adventurers should be carrying or at least invest in a horse or wagon.
I have played ttrpgs since I was 12...which is almost 42 years. In Advanced DnD we went above level 20...I want to say, maybe 36 or higher. It was a long time ago. The game didn't have a lot of what it has now...feats, etc. All the skills were baked in and are what made the classes different from each other. Not saying that the games are not fun now but it was less about min/maxing and making a character like in a video game. No one really did any type of theory crafting. The success came from the players I had and the DMs who would carry on the campaign when I wanted to play. We played a storied base campaign when, at the time, many of the games were short run through module sessions. I was mostly DMing and would have some long, convoluted plot where the players had to get from point A to point B for some either world changing or even cosmos changing event. I would use inspiration from Dragonlance, the Dragon Slayer movie or any piece of fiction, even modern (at the time) stuff. I will say that things have changed a lot and not all of it is bad. I am glad the hobby is still going and is more mainstream. When I first started playing the Satanic Panic was in full swing and when you spoke to others you had to talk in code like you were part of some secret organization. The thing I really don't like about some of the games and I mentioned before, is that there is a lot of theory crafting about how you can get maximum benefit from combinations. As a DM, something like that turns me off. I want to create an engaging story...long campaign (not AP length, much longer) not have characters mish mashed together video game style because certain ancestries go together with certain skills, etc. and instead of a well thought out character you have a gobbly de g*%* mass of stats without a cohesive thought about what the character is. If any of that makes sense, good luck and welcome to my brain.
I think the system the "other" company used, with the inflated experience required to gain levels as you got a higher level was pretty arbitrary as for each challenge that was overcome the amount of experience gained was also inflated. With the PF2E system it is consistent and easier to keep track of without too much math needed. Earn 1000xp, if you get over 1000xp you get a new level and keep the difference as you start the climb up that hill once again. Shoot I still remember the days when the predecessor of that other company had it where you leveled classes differently because each class had their own experience chart and some of the experience required was so outrageous.
Jonathan Morgantini wrote: I also get seasick (it's so much fun when you're in the Navy) and can completely relate. Also, how dare you drop a line like 'a tanuki named Mochi' and not give me more?! Great read, as always. I was lucky I was rapid response and never have to go on a float. I'm 100% positive I would have become seasick. We did amphibious landings (USMC of course) using LCACs and the floating feeling sucked!
Perpdepog wrote:
The Cuckoo Hag for me for sure. I love Coraline and have a Coraline style adventure I had written and this makes it easier instead of homebrewing stats.
For dangers I would throw in some natural obstacles such as wildlife, rock slides, treacherous terrain, and even extreme weather conditions. If they are going through a narrow pass by following a path that land vehicles use to get over the mountain, maybe set up an encounter with bandits hitting a caravan or even have bandits ambush the characters. Also, maybe night falls while going up the mountain and they have to find shelter and lo and behold there is a shrine or some empty way station they can stop at for the night but things are constantly moving about outside and present a danger. This can create a horror style encounter where PCs feel all alone.
Kobold Catgirl wrote:
Keep going, these perspectives are awesome
Ched Greyfell wrote:
They shouldn't...but that other company is really sneaky so the Pinkertons could be watching and waiting.... But in all seriousness, even mixing and matching older variations of monsters into a campaign with new can create variants so players don't have an idea which version they are facing
CaptainRelyk wrote:
Have to agree with you both. If you have a certain character envisioned, you don't have to do in a different direction because it is not optimal. In 5E I wanted to play other types of Warlocks other than a Hexblade but it was difficult because if I made another choice for story purposes then I would be be a bit more of a burden on the party. Even the classes considered weak in PF2E are viable and then, using the archetypes is so much better than DnD multiclassing because you are not giving up on one class to start boosting another. |