Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Initial thoughts: I thought it looked great. I was a little concerned with the double attack roll and the accuracy issues, but didn't think it would be that big a deal. My biggest issue was the lack of spells. Now: Playing level 3, Even with a 1 handed magus the action economy was terrible. So often I would use striking spell on one turn, miss, and then just use my action to cast a spell without striking the next round. Also, the accuracy was MUCH worse than I feared. Having to make two consecutive attack rolls with the second one at a substantially lower bonus that also blew resources was just.... bad. At this point I am firmly convinced that either the strike needs to be included in the 2 action cast, or that the spell attack roll/save needs to just be eliminated entirely. Oddly, the lack of spells, which I thought would be my main issue never really came up. Something needs to happen to clear up both the action economy AND the accuracy issues.
Male Half Elf Silksworn Occultist 5
Info:
Init:+2 • Perc:+12 • HP:33/33 • AC:15~t11~ff15 • CMD:13 • F5~R1~W4 • C: 1/1 D: 4/4 E:7/7 N:3/3 • Spells: (1st) 5/6, (2nd) 2/3 Harmond looks quite... frazzled. "I think... bad? Yes. Definitely bad. Maybe awful. Its hard to say. I'm not really sure. I think the world is ending."
Ubertron_X wrote:
1. They can't answer this question because they don't have an expected baseline. Thats like asking how the protagonists in The Hobbit did compared to the baseline. Its a nonsensical question. It isn't a race. The adventurers handle encounters as the story flow and their comfort level permits. There is no above or below average. That would presume a right or a wrong answer, and there isn't one. 2. According to the rule book, a severe encounter has a roughly 50/50 chance of TPKing a fully prepared party. So you should never do them back to back unless your group likes that kind of story. They have already told you what to expect if you do it (50/50 chance of success each time, assuming full rest). What more do you need? 3. I'm pretty sure they don't. They have already said they don't. (see James Jacob's quote posted multiple times in this thread) Why is it so hard to take them at their word?
Zapp wrote:
I do think the question is a bit unreasonable. Paizo isnt being silent on a huge issue. This is an incredibly minor issue, that honestly would have never even occurred to me as a problem that anyone would have had until it was brought up in this thread. I've been running games for almost 30 years now, typically as the primary GM of my group. I don't think I have ever forced any kind of pacing on groups except in the rare occasion when an adventure calls for it, and even then its usually on the scale of days/weeks/months, not minutes/10 minutes/hours. When the players want to rest, they rest. When they don't they don't. Its not a GM decision, its a player decision. If that resting would logically have story consequences, it has story consequences. But the resting or not isnt something that should be up to the GM, but the players. So for examples: The last 1e AP I ran was Return of the Runelords. Something was obviously going on behind the scenes, and the PCs could perceive the effects of it, but didn't have a firm idea of why. This lead a rushed feel to the game, a frantic pace that the PCs enjoyed. But even still the rushing was on the scale of days. During the course of adventures, PCs would spend a few minutes healing up after fights and carry on. Once the casters were running out of slots, they would pull back and set up camp, frequently using spells to secure their camp. (Alarm, Magnificent Mansion, etc) There were a few times when the dungeon they were in was already occupied and time mattered, so they didn't get any full days rests in those, but still had basically all the time they needed between encounters. If what they were doing was loud enough for someone somewhere else in the dungeon to hear it (it happened several times) they would end up fighting most of the dungeon at once. Now in 2e I am running a group through Extinction curse. There has not been a single encounter where they have not had a 10 minute rest after. Most of them they get several 10 minute blocks to rest and heal up. There is no good in world reason why they wouldn't. They are almost done with book one, and only once did they have to stop mid dungeon to recuperate. In that instance they went into a room, boarded up the door with heavy furniture, set watches, and rested for the night. They didn't know it at the time, but they had already killed everything in the dungeon that could have stumbled across them, but if they hadn't the probable result would have probably been the rest of the dungeon swarming their resting spot in the middle of the night. Because that is the logical in world consequence of their action. No need for artificial pacing constrains. Let the narrative and your PCs drive the pacing.
Male Half Elf Silksworn Occultist 5
Info:
Init:+2 • Perc:+12 • HP:33/33 • AC:15~t11~ff15 • CMD:13 • F5~R1~W4 • C: 1/1 D: 4/4 E:7/7 N:3/3 • Spells: (1st) 5/6, (2nd) 2/3 Harmond heads strait to the punch bowl and pours himself two glasses. The first one gets downed rather quickly, as he heads towards the stacks. He nurses the second one as he browses the collection occasionally pulling out a book to flip through it. Eventually he finds one that pulls him in and he spends the rest of the evening reading, pausing to engage in polite conversation whenever approached. When he runs out of drink he makes sure to refill his cup. By the end of the night he is well and truly wasted.
Male Half Elf Silksworn Occultist 5
Info:
Init:+2 • Perc:+12 • HP:33/33 • AC:15~t11~ff15 • CMD:13 • F5~R1~W4 • C: 1/1 D: 4/4 E:7/7 N:3/3 • Spells: (1st) 5/6, (2nd) 2/3 Harmond spends an unnecessarily large amount of time watching the crew build the library, and looking through the books as they bring them in from out of town.
Ubertron_X wrote: The biggest problem when transitioning from PF1 to PF2 was not the goblin in our group but how to handle goblins as an "accepted" race in general. Even without some traumatic goblin wars to begin with our group more or less directly went from Rise of the Runelords to Age of Ashes and most players were: Wait, wait, wait, haven't those creatures been the baby-eating bad guys before?! So the earth equivalent is saying "We just finished a game in France, where the local goblins were eating babies. Why does everyone accept the goblins in this game set in Italy?" Well. Because you are hundreds of miles apart, and the goblins in Varisia are not the same as the goblins in Isger. 2e has done away with (the frankly ridiculous) idea of world spanning mono-cultures. Why would goblins from one part of the world be exactly the same as those in another? In some areas, goblins are despised. In others they are welcomed with open arms.
I've played in 5 PFS sessions (at conventions), run about 13 (locally). Every single one has had at least one goblin character. Not a single one of them has been even remotely disruptive. In our Extinction Curse game (first session last night!) one of the players is a goblin that was born into the circus, and is infact the circuses book keeper. He insists that the goblins have a rich written history that has been suppressed by the longshanks. He brings a bit of levity to the game without bothering anyone. (It is a circus after all)
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
I gave my players a mythic rank after they defeated Zutha, and whenever they killed an entity capably of granting spells. They hit MR 4 by the end. Consequently I had to up the challenge of a lot of encounters. They were a lot more murder hobo-ish than you guys as well. :(
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Loved this campaign. I was running RotRL right along with this, and reading how other players handled it was very helpful, although we finished back in November. Our AP before that was Strange Aeons, so looking forward to seeing how you guys deal with that one as well.
Wrapped this up last night. My group spent several days clearing out the last section. The fight with the orcs completely tapped them and was almost a wipe. At one point 3 of the characters were bleeding to death with only the monk still up. After that they stopped to rest for the night. The next day they went through the rest of the complex, and got to Vilree almost completely tapped. Fortunately they were able to finish her off with a combination of cantrips and bombs they found in the rest of the dungeon. They also snuck up on her so that she didn't get her monologue before combat, and when they killed her, they didn't take her dying speech to indicate that there was anything they could do to stop the drudge. They just assumed she Ozymandias'd it and sent the drudge out that first night when they were resting. Consequently they didn't chase after it and the town died a horrible death. Overall I think the difficulty of the adventure was way over tuned. Someone went down almost every fight, and that was with a Healbot cleric, a champion with lay on hands, and a Chirurgeon alchemist.
Samurai wrote:
A lot of people seem to be missing this, but PF2E is not, and was never meant to be an economics simulator, nor a physics simulator. It is an adventurer simulator. The rules are designed to accommodate and encourage adventurers doing their thing. NPCs do not function by the rules in the book. They do their crafting and make their money and go about their lives, and the rules neither address nor care about how they do so. The rules only care about adventurers doing adventure.
I recommend doing it like so: GM: "The enemy wizard casts fireball. Everyone make a basic reflex save or take *rolls* 15 damage. If anyone has Fireball in their repertoire you know he just cast fireball. Otherwise all you know is that he just made a big ball of fire appear unless you use your reaction to make DC X Arcana check."
In regards to your first issue, you do realize that if the Archetype feat has the <skill> tag that it is a skill feat and is taken with your skill feats instead of class feats right? As for the second. I'm not sure how you would have some feats not be better than others for certain builds? Thats the nature of the game. Unless you are advocating removing all roleplaying aspects from the archetypes, which once again seems like it would be stripping the base nature of the game itself from the game.
Kishmo wrote:
I'm pretty sure it's the Oinodaemon (or his precursor? Things get fuzzy that far back in time) As the neutral Evil progenator it lines up perfectly with daemons, further. Furthermore the Temple of the Oinodaemon is located near the base of the boneyard (in the spires shadow) and lies under a great eclipsed Sun, said to be the prison (or the body?) of the Oinodaeom.
Deadmanwalking wrote:
I'm not sure that Pharasma counts as one of the first eight. The way I see it is that each of the eight sides of the seal is one of the outside alignments (with Neutral being the center) I would interpret it as LG: Ihys
LN: Achaekek (before he descended into savagery apparently)
LE: Asmodeus
Male Half Elf Silksworn Occultist 5
Info:
Init:+2 • Perc:+12 • HP:33/33 • AC:15~t11~ff15 • CMD:13 • F5~R1~W4 • C: 1/1 D: 4/4 E:7/7 N:3/3 • Spells: (1st) 5/6, (2nd) 2/3 "I like Tamlyn, it sounds very regal. So, besides the actual building of the city, what else do we have to do? How to we actually draft laws and paperwork to keep the place running smoothly?" He looks to Ahto. That night Harmond will spend some time drafting a letter to his parents. Letter: Mother, Father, I hope this letter finds you well. I do apologize for the abrupt nature of my departure, but I simply could not stand sitting through another lesson on the impact of Historical wheat pricing on taxation rates throughout the northern provinces. While I understand the importance of a good foundational knowledge, I feel that I was, and am ready to set out on my own. If it makes you feel better my adventuring days were quite brief. In the Stolen Lands I met up with a group of adventurers that were making these lands safe to settle once more, and we have been granted a charter to form a new nation. No, more adventuring for us, as our days will now be taken up with the administration of this new land. In fact, I would dare say that my position here lends me far more prestige than I would have acquired staying at home and running the family lands. Once we have the city up and running I would be overjoyed if you would take vacation down here so that we may visit with one another, although I would recommend giving it time for things to become more established. As it is, the situation is quite rustic. I look forward from hearing from you. With Love and Respect,
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
CorvusMask wrote: O_o Well uh, i guess they were pretty optimized? You could say that. Only the Barbarian and the Bard could actually hit it on anything other than a 20, but with all the buffs up (Bloodrage, Furious weapon, Bard song, +3 Chaotic Outsider Bane to weapon from the party occultist) I think he was hitting on a 9+. Both the Bloodrager and occultist were immune to Temporal stasis (his melee rider). I put about 150 points of damage into the occultist (whose MR are in Defender, so wasn't a guarenteed hit) and dropped the bloodrager to around 30 HP left before they dropped Tawil. In two rounds. The only one to fall victim to the Microcosm Aura was the wizard.
sherlock1701 wrote:
No you can't. Its explicitly called out as encounter mode only. Sparing with your party member while you explore is still exploration mode, and thus not encounter mode, and thus no stance.
shroudb wrote:
Who said anything about selling every consumable you find? In fact I specifically said selling consumables is typically forbidden in the games I play. And quite frankly they probably should be in most games. Especially since in PF2 more control is being placed into the GMs hands. Not every merchant has to buy every item, nor have every item available for sale. One of the big talking points Paizo has been bringing out for this edition is putting more control in the GM's hands. This seems like an area where the Gm should take control.
shroudb wrote:
You may not like it, but that makes it neither terrible, nor untrue. It is simply different from what you want. You want a game where the rules define all aspects of the universe, but that is not the game that Paizo wanted to make. They wanted to (and did) make a game where the purpose of the rules is to create a system for playing heroic adventurers. Simulating things other than Heroic Adventurers is outside of the scope of the rules. Its like complaining that you don't like chicken, so the wing place down the street is an objectively bad restaurant. You just want something different from what the owners want to provide. Neither option is bad or wrong.
shroudb wrote:
Once again. The rules are not a universe simulator The rules are not concerned with who makes them. They exist for the purposes of easy loot to distribute. The rules for crafting exist for PCs. NPCs are not bound by them. The NPCs don't pay full price to craft potions, because NPCs don't pay anything to craft potions. The rules do not exist for how NPCs get potions. They do *something undefined* and potions come out. The rules do not care to simulate that level of non PC detail. The market doesn't collapse because the market does not function on PC rules, because the rules are not designed to simulate an economy.
shroudb wrote:
I don't disagree that adventurers buying potions is dumb. I'm pretty sure in all the years I have been playing I have never had a character buy a consumable beyond those necessary for the core functionality of a class (Scrolls for a wizard, wand of cure light for survival etc). For that matter, outside of organized play I am pretty sure I have never sold a consumable either. They get stashed away in case they are needed in the future. Most GMs i have played under have a no selling consumables rule, because, why would the general store merchant want that potion of barkskin? It will just sit on their shelf forever. That being said, adventurers find consumables constantly and found consumables get used when needed. That is why they exist. Its easy loot to put on an adventure that doesn't destroy the long term balance of the game.
shroudb wrote: Such a bad market will naturally wither away since no one has a use of said market. No it wont because once again The rules are not an economics simulator. The devs have said this multiple times. They are a narrative engine designed to tell stories about heroic figures going on quests. It is not a simulation of how the world markets work, it is not the physics engine of the world. It is a tool designed to tell stories about heroic figures. Simulating a realistic market is not and has never been a design goal. Constantly trying to make it so is an exercise in futility.
Ravingdork wrote: It always comes back down to "Mother May I?" As it should. The player controls their character. This includes skills, feats, attributes, and all choices the character makes. The GM controls everything else. Including item availability, what loot you can find, what loot you can sell, what shops there are, and what those shops are interested in buying. Your character is for the Player, the world is for the GM, and items are part of the world, not your character.
Ravingdork wrote:
This assumes the PF1 standard of all items can be purchased everywhere and everyone is always willing to buy your leftover junk. While this may still be the case in PF2, I'm not 100% sure that it is.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Voss wrote:
I don't get that from the text at all. Most major cities have large non human populations, even if the majority are human. The "other" population in most city stat blocks is at least 1-2 percent. Think about the number of blondes you know. That's how many of those strange and non-core races you see in most cities. I would hardly call that "fair game for outright killing" As to the racism, that is also largely geographically based. Sure halflings get the short end in Chelliax dominated regions, but I've never heard of something similar with elves or dwarves beyond extreme regional variations.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
NotBothered wrote:
On the flip side, my players have insisted that I not run Age of Ashes, so that they can jump into the AP where they get to run a circus as soon as it is released.
It sounds like you want the game to be simulationist, when it is actually gamist. This general type of complaint seems to be rather common, as 3.5 and its direct descendants (except 4th) had very simulationist tendencies. For most of these types of questions the answer is "because it makes for a better game flow, and gets the probabilities where the game designers want them." That is to say, the rules are not based on simulating reality, but creating a fun game.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Natan Linggod 327 wrote:
But that is the core of a class based system. If you have a party consisting of a Fighter, Rogue, Wizard and Cleric, and you have an NPC that casts a 9th level primal spell, that is literally something your PCs can NEVER do. Once they picked their classes at 1st level, they were locked out of that option forever. Similarly, an NPC wizard can just go become a lich. A story process completely undefined by the rules. Your PCs can never do that. Or they can craft an elaborate dungeon full of all the traps and hazards found in the players hand book. Your PCs can never do that. Sure, you might say "But as the GM I can adjudicate those situations and provide an avenue for my PCs to do it." Yeah, you could do that with fiend summoning as well, but neither that, nor any of the options I presented above, many of which are standard fantasy adventure tropes, can be done by PCs according to the rules.
I think I figured it out. You enjoyed PF1 via a method that it was not designed for, but for which it was well suited (Making characters without having a game to play them in, ie theorycraft) In the processes of improving the method for which it was designed (making characters with the intent to play them) it has made it harder to enjoy the product via your preferred method, even though that method is not the one for which the system was designed. Am I correct in my reading of the situation?
Ravingdork wrote:
If you don't have access to a GM you aren't a player. You are a potential player. PF2 has been streamlined for a better play experience. What you are complaining about is that this streamlining has ruined your non-play experience. Which is something that... just doesn't make sense to me at all.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
If you need an NPC that summons devils, just give him the ability to do so. NPCs are not bound by PC rules. Just because a 1st level PC wizard cant summon a quasit doesn't mean that a 1st level NPC wizard can't. Class rules are largely for PCs. NPC stat blocks just have the abilities that they need to have. You don't have to justify it beyond that. Remember, the rules are designed to tell a fun and engaging story, not act as a physics engine.
Parrakarry wrote:
I use milestones. I find XP tracking far too fiddly. Here is what I use (note that I also gave my PCs a mythic rank after defeating Zutha, and have been up-scaling most encounters appropriately) My Milestone tracker: 2nd: Clear Rodericks Wreck 3rd: Free the Dwarven Merchants 4th: Defeat Dolland / Get Runeward Gauntlets 5th: Defeat the Peacock Cult or Mozamer 6th: Defeat Viralane & Cora / Arrive in Magnimar 7th: Defeat Hira / Discover the Gauntlet 8th: Defeat Thybidos 9th: Defeat the Polymorph Plague (Magnamar) 10th: Defend the Manor House (Riddleport) 11th: Defeat the Peacock Phoenix (Korvosa) M1: Defeat Zutha 12th: Learn the Viridian Transcendence ritual 13th: Reach the Temple Gate 14th: Reach the Refuge of Violent Vanity 15th: Defeat Lyraesia 16th: Discover the Time Anomalies/Defeat Solethex 17th: Defeat Belimarius 18th: Acquire Zinlun’s Skull M2: Activate the Cyphergate 19th: Close 3 Temporal Wounds 20th: Enter Alaznist’s Demesne Optional Mythic Bumps:
Male Half Elf Silksworn Occultist 5
Info:
Init:+2 • Perc:+12 • HP:33/33 • AC:15~t11~ff15 • CMD:13 • F5~R1~W4 • C: 1/1 D: 4/4 E:7/7 N:3/3 • Spells: (1st) 5/6, (2nd) 2/3 Hello everyone! Thanks for inviting me to your campaign. I have to wake up for work in 5 hours, so I'll finish up the character's profile tomorrow. I look forward to gaming with all of you! I haven't read any of the previous posts on the campaign, as I want to come into it as ignorant as my character is going to be. This is also my first play by post on the Paizo boards (definitely not my first actual play by post though). How do I go about setting up my character page and the little grey bar/info under the character name? Also, how do we want to get my character into the story? =) Edit: Figured out the grey bar thing
WatersLethe wrote:
This is a problem I struggled with for years, but I think its important to remember that the rules of the game are not the in universe laws of physics. They are an abstraction designed for us players to tell an interesting story and to have fun while playing a game. Their primary function is to make the game fun, not to establish the laws that bind everything together. Just because their is no rule for a thing does not mean that thing doesn't exist in the universe. And just because there IS a rule for a thing doesn't mean that it must always happen the way the rule lays it out. I mean on the actual planet Golarion, when throwing a knife at someone 50 feet away, in universe you don't always have a 5% change of hitting regardless of who you are and who you are throwing at. A 3 year old with a knife will hit that trained soldier way less than 5% of the time. But according to the rules out of 100 throws 5 of them will hit on average. That's because it is an abstraction meant to create a fun game for us real humans to play. Not a physics simulator.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Ok, here is my submission, a Warpriest of Mrtyu Camro Trindlemark: Camro Trindlemark Class: Arsenal Chaplain Warpriest of Mrtyu 4 Race: Halfling HP: 27 Abilities
Saves
Init: 9 = 5 (Dex) + 2 (Racial) + 2 (Trait)
Race
Class
1 – Aura
Feats
Skills
Languages
Traits
Favored Class:
Equipment
Like most foolish endeavors Camro's life of adventure began chasing after love. To be fair though she was cute, and he was young. She wanted to be a mercinary, and like a lovesick puppy, he followed. That lasted as far as their first engagement. She fell to the teeth and claws of the zombies they had been hired to eliminate, and Camro nearly lost his life as well. The only thing that saved him was the company's chaplain, a cleric of Mrtyu. Over his convalescent Camro learned much from the cleric, and saw his path laid before him. The Undead must be eradicated, and through the path of Death's Consort, he would be the weapon that did it. Since then he has traveled the world eliminating undead where he found them. His most recent travels have him arriving in Osirion...
MrCharisma wrote:
If I am playing a martial character and the gm says I get one less attack than the rules say I do the time limit for arguing is exactly as long as it takes me to either convince them they are wrong or realize they will not be convinced. At which point the game would end because I would get up and leave. If a GM doesn't know the rules well enough to run the game, then I wouldn't trust them to run the game fairly. No gaming is better than bad gaming.
Its pretty much one of the core setting conceits of Pathfinder that prophecy just doesn't work any more. If you go back in time a couple hundred years ago in the setting, prophecies were coming true with pretty much 100% accuracy an there was nothing that could be done about it. Now that Aroden has bit the dust *shrug* who knows. Maybe it will come true, maybe it wont? Prophecy is unreliable so that your PCs can have agency.
Rysky wrote:
My interpretation was Spoiler:
that when everything got destroyed the only thing that was left was basically hard vacuum at all spacial locations. What would one day be the physical location of the prime material plane. Basically just big old empty outer space. Forever in all directions. Also Pharasma, the Seal, and Outer Gods (Maybe the Dimension of time, since it has been implied that it IS an outer god).
I get the impression that around this localized vacuum the Big Lady P build up the various spheres of existence (inner and outer) and just happened to catch some of those that remain inside it. So basically you get a bubbly of vacuum (prime) surrounded by larger and larger bubbles of new planes. Out side the last bubble (the maelstrom/abyss) you have even more vacuum where more of those that remain live. Which is also basically just the Prime (hard vacuum) again, but with an infinite quintessence bubble of this multiverse floating in it. When this reality eventually ends, it gets exposed to that hardest of vacuums, and pops like a bubble. Edit: Also forgot to add. This is an amazing book, definitely in my top 5. Great job guys.
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