I have been using the DC that she started with. If she started centered, then she uses that DC. If she started uncentered, then she uses that one. The idea for me is that if she focuses and constructs the thought methodically, its easier to maintain. If she did so hastily, she then must work harder to keep it in her mind.
The way I would rules this case, is that they are separate ability uses. A) You can spend 1 use to add 1D6
So in the case of your specific question, if you use Eidetic Recollection, you would be able to take 20 on a knowledge skill check. (trained or otherwise). I would argue that you could then spend a second use, to add 1D6 if you wished... but again, they are different abilities that each expend a use from the pool.
Hiruma Kai, I'm very glad to hear you had an excellent experience at GenCon. I know we all try our best and its great to hear when it pays off. A lot can be said about right/wrong in character development. But one thing I know I live by when working with my group is "Is it Fun". Its more important that you all enjoy your characters and have fun playing them than worrying about optimizing them. (Ok, I'll stop before I get to any farther on that soap box. LOL) That said, the stat distribution looks good and you have a good bit of backstory. I think you'll be well set for starter characters. If you want to branch out into other books, there are a plethora of options, but if you are just getting started, I suggest sticking to the books you have. Branch out with other books after you get comfortable with the ones you have. In general Pathfinder Society scenarios are designed to accommodate a wide variety of play styles. We try to avoid having to optimize characters simply to succeed. In my opinion, you should be well set with what you have. I wish you the best of luck in your adventures! Good hunting and may the road be ever clear in front of you! I hope we hear more of your adventures next year at GenCon!
Sky Key Solution:
As has been said a couple times, the finale encounter of the Sky Key Solution is dependent on what has already happened. It is correct that the lowest stat block for the Final encounter was 7-8 (even if you were level 1) and if you dealt with other encounters violently, it would result in her attacking as soon as you entered. Trying to encourage an encounter to go in a way that would not result in the utter crushing of your players can be sometimes hard in those instances, and I sympathize if you felt railroaded. But at the same time, I'm sure your GM was simply trying to do their best to help the story go in a fun direction. As I said, thats not always easy and I know we try our best.
Hey all, I wanted to share my Warforged conversion. Its partly custom work and partly using the Advanced Race Guide. It works out to be an advanced raced (23-25ish points, give or take depending on how you view my changes to the construct sub-type). It is not expected to be a common type of race at all, and was created as a monk though i tried to make the Living Construct subtype flexible to accommodate other variants. I view them in the world as artifacts and one-off rarities. Hand crafted for specific purposes. (Living Construct sub-type)
Medium: Warforged are medium sized creatures, gaining no bonus or penalty based on size. Normal Speed: Warforged have a base speed of 30 ft. Low-Light Vision: Warforged can see twice as far as normal in conditions of dim light. Darkvision 60 Feet: Warforged can see in the dark up to 60 feet. Immunities: Sleep-Effects, Fatigue, Exhaustion, Sickness, Poison, Disease, Bleed and Non-Lethal Damage. Warforged to not grow tired or suffer from "organic" frailties. Shut-Down: A Warforged that is reduced to 0 or fewer HP auto-stabilizes and shuts down. It will not reactivate until repaired to positive HP. Cannot Heal Naturally: Warforged cannot heal damage naturally and receive only 50% effect from divine healing. They receive full benefits from Mend and Make Whole however and the use of the Craft Construct feat. Crafted Body: Warforged are crafted from strong but mundane elements. As such, they are affected by spells that manipulate such elements. Warforged take damage from spells such as Heat/Chill Metal and are repelled by Repel Metal/Stone/Wood. Spells such as Stone Shape or Warp Wood slow a Warforged as per the Slow spell, but otherwise do not harm them. Resist Ability Damage: Warforged are never permanently harmed by ability drain. All ability damage is treated as temporary and heals at a rate of 1D6 per 24 hrs. Furthermore, if a stat is ever reduced to 0, the Warforged shuts down as if reduced to 0 HP but are not destroyed. Healing happens naturally, but the Warforged does not reactivate until all damage to the stat is healed. Protected Mind: Warforged are immune to Charm and Compulsion effect, but not to other mind affecting spells such as Illusions or Fear. Singular Body: Warforged can only be raised from the dead if their body is available. Should a Warforged be destroyed, at least 65% of his original body must be used in repair/reconstruction. This repair must be completed by someone with the Craft Construct feat as if creating a new construct. Then the spell to call his soul back from beyond may be cast normally. Should his body be disintegrated, nothing short of Wish may bring him back from death. Tireless: Warforged do not need to breathe, eat, or sleep unless they want to gain some beneficial effect from one of these activities. This means that they may still drink potions or eat food to benefit from their effects and can sleep in order to regain spells, but neither activity is required to survive or stay in good help. Hardened Body: Being made of hardwood, stone, and metal provides the Warforged with a +2 to Natural Armor. *edited for typos*
Rogue Eidolon wrote:
Hey all, Friendly GM that ran the scenario here to add to the discussion. I'm not afraid of a little criticism as it helps me grow as well. Wanted to clarify a few points. GM fumbles:
Spoiler:
I did fumble in two spots.
#1. DC for the FIRST entangle spell i accidentally looked at the DC for the tier 6-7 druid rather than the tier 3-4. I realized i had made that mistake a few rounds later and let it go for consistency sake. I did correct it for the future entangle spells. (Its the reason i let the entangle go away when druid died). #2. I forgot to add in the -1 to the ghoul's attack for lack of intelligence. Hey, we all gotta own up to our mistakes right? =) Points of clarification:
Spoiler:
Just wanted to clarify a few of the stated events.
#1. The average group awareness was 4.8 (two added sorcerers had a awareness of 12 and 9 bumping the average up. One had played before and the other rolled badly for his since he hadn't played first part) I bumped the average to 5, which only affects the 1st fight. #2. Clarification for players who read this. It was designed for there to be 3 WAVES of guys, with 2 groups of guys per wave. Extra groups of guys if the Golem helps parties kill monkeys. This group fought 3 groups of badies. First group was fought while big guys went at it, second group after big guy went down, third group (start wave 2), then fourth group appeared when time ran out. #3. I did extend the life of King Kong by two rounds on purpose. Felt it made the fight more epic to let the player control the golem longer and didn't feel that two round would affect time overly much. I may post more later. Wanted to keep this simple and just point out these specifics. I'm interested in hearing your thoughts when you see the actual setup. I appreciate your kind words on my decisions and choices and your enthusiasm to make Pathfinder the greatest game available. In the end, all we GMs want is to make the games as exciting as possible for the players and as successful as possible for Paizo. =) I hope to see you again next year, and your continuing thoughts on the forums.
Well, here's my shortlist for new products i'd like to see. =) 1. New "Revisited" books. I'm a sucker for well thought out monster books and the revisited books have got to be some of my favorite anywhere. 2. Class based books more to the idea of class ideas. Something between 2e book of fighters/theives etc and the complete books. I really like class books that give me new options for classes, or varient classes. I also enjoy Prestige Classes... but i'm very leary of a huge list of new feats (tends to unbalance the game) and new core classes (tend to outplay original classes or suck. Warlocks/Duskblade AWSOME, spell theif suck... imo). I love the idea of books that give me new ideas for how to play, or vaiants on how to play a core exisiting class. 3. Detailed region books. (which we are already seeing, but still). 4. Item Compendium type book. 5. Lastly, more Ecology books like the column from Dungeon and Dragon magazines. These were the whole reason i started my subscriptions to the magazines in the first place! Cheers! and keep up the GREAT work guys!
Brian Turner 355 wrote: I am planning to go to Gen Con 2009. But this would be my first time so i was wondering what i would expect. Such as room costs, food costs, how crowded it is or anything else that i may need to know. Here are my Tips/Tricks. See Spoiler: Spoiler: Cost: Pre-registration GenCon 4-day badges cost $68. Buying them at the con costs $75ish. Event tickets cost between $1 and $15 depending on what event you are getting a ticket for. Food: There are consession stands in/around the convention center, but think movie theator food/prices. There is a connected mall across the skybridge that has a nice foodcourt at normal food court prices. This is where most people eat. There are also alot of nice resturants in the surounding blocks within easy walking distance, but they cost normal downtown nice resurant prices. Hotels: Hotels are hard to come by. When you buy your GenCon ticket you get a housing code. If there are any hotels left, use the code to get a decent hotel room. Important to note, get hotel ASAP. Otherwise it is quite possible you wont be able to find one come convention time. Final Notes: It is crowded, so give yourself plenty of time. It is crazy, so get your tickets early. Leave time to wander the exibit hall, half a day at least, more if you want to play demos and such. Lastly, since this is your first time, give yourself time to do a little bit of everything. Play in a few games, spend time on the exibit hall, etc. Above all, relax and have fun!
I know everyone is wanting to volenteer, myself included. I ran 6/8 games last year and am looking/hoping to do AT LEAST that many again this year. I was just wondering if there would be any advance notice, or deferance to people that volenteered last year. I am just curious. I dont want anyone who wants to help miss out. Pathfinder is a really fantastic world and the society a truely remarkable group of creators, GMs, and players. I will be checking the boards as often as i can over this week hoping not to miss the signups. Looking forward to seeing everyone again this year and making it even better than last year!
Figured since it was bound to come up, I'd start a spot on this board for a collection of new bloodlines for sorcerers. I know in the beta board we had talked about it some but though since we were focusing on the sorcerer, now would be the time. One I would TRULY love to see would be: Shadow Bloodline.
Snark aside, I think the Perform skill does serve a purpose. I have seen it crop up in adventures and such (especially paizo adventures) as a way to get certain results. If i could think of specifics i would list them but I'm at work and don't have my books. But one i do remember is using perform in conjunction with disguise as a way to pass yourself off as another person. Disguise gets you past the initial test, but perform(acting) was your way of continuing to stay in character. There was even a synergy bonus. 5 points perform(acting) gives you a +2 to disguise. Anyway, i like perform. Its even something i will invest in with characters who are not bards. I think, just like the profession and craft skills, its a way to give depth to a character. And i do think profession and perform are different. I've always seen profession is something people will take 5 ranks in for a synergy bonus and a background... perform is something people will invest in for future use. Yes its not as tangible some of the others, but a good DM can use it in alot of ways. While most concrete classes are tied to concrete skills (spellcraft for wizards, disable device for rogues, etc) the bard, an intrinsically fluffy character is tied to a fairly fluffy skill. It makes sense to me.
hogarth wrote:
Exactly hogarth, that's exactly what i'm trying to say =)
Dennis da Ogre wrote:
I totally agree Dennis. The other part of my point is that Perform isn't a required ability of a bard any more than opening locks, disabling traps, or back stabbing is part of the rogue. Yes you can argue that they are "required abilities" but the fact is you CAN build a rogue without them, just most people wont. You can open locks untrained, you can perform untrained. You are just going to suck at it. Yes, you cant do certain perform actions without skill ranks... but you cant open certain locks without open lock ranks and you cant disable certain traps without disable device ranks either... I guess that's my point on how they are similar abilities. *edited for spelling*
Jess Door wrote:
With all do respect Jess, that is like saying rogues can open locks without spending points on open lock, or disable a trap without ranks in disable device. Bards are a skill based class just as rogues are. That means their abilities need to be tied to skills. Changing perform to profession isnt changing anything at all except the skill that its based off of. Perform is how well a bard can do his performance. Just like disable device is how well a rogue can disable a trap. Its a skill to measure one of their key abilities.
I personally see no issues at all with the current bard skill system. I love the fact that i have options for my performance and as a DM i truly am happy that most people now invest in more than one perform skill. To the poster's issue:
Spoiler:
Bards are expected to have 1 maxed out perform. They always have. So we take 1 of our 6 points and dedicate it to that. That's a given.
If we take a class that can have Bard as a favored class we can have an additional free skill point. Using that in a separate performance gives us 2 maxed perform abilities. Then we look at the skill consolidation and we end up way ahead of the game on skill points. Now i only have to spread my 5 points out over 15 (give or take the knowledge) skills rather than the 20+ from before. Plus, i get a huge bonus for putting 1 point into a class skill, not to mention the lack of penalty for "cross class" skills. How is this not an improvement over the 3.5 system? not only do we get more skill points (thank you favored class) but we get more benefits from the skills we do take. I very much see this as a win win for us and see no difficulty in it at all. To the Developer's responses:
Spoiler: I love their descriptions of not only what they see the classes function is but also looking at performance abilities as clerical domains. I very much appreciate this and feel it is quite in line with my own thoughts. This is always how i have seen the class as both a player and a DM.
I do think that adding a few uses of bardic performance a day wouldn't be a bad thing however. Create a "extra performances" feat or something to that affect like "extra turning" or "extra lay on hands." How they do it is up to them, but I think at least 2 or 3 more times a day would be nice, especially at lower levels since they way they use the ability is limited by their level and skill rank to begin with.
My biggest concern with the Cleric is that he so heavily steps on the Paladin's toes. There is nothing that a Paladin can do (in general) that a cleric cannot do better with the right choice of domains/deity. Part of the problem as i see it is that Paladins used to be a prestige class, just like Blackguard. It was a prestige class a cleric could shift into, either good (Paladin) or evil (Blackguard). So by turning the paladin into a base class, we have CREATED the problem between the fighting cleric and the paladin. While this may not solve the problem, this is the best idea i could come up with. If we drop clerics to only having light and medium armor, and shields, but not tower shields, this would balance them somewhat against the bigger fighters. They could still be well armored, and could make up the difference between medium and heavy armor with a little bit of dex bonus anyway, if they didnt want to take the feat. Add to that, restrict their weapon choices to a few simple weapons and the weapon of their god. This would tone down the fighter aspect of the character just a little, hopefully enough to let the paladin shine more in that role. Then we could buff the paladin's class to fully take advantage of what his role is, the Divine Crusader. (Buffs to be discussed in another thread). All in all these changes are fairly minor, but i think would help distinguish the paladin from the cleric and make the rolls more defined without breaking backwards compatibility.
While this isnt a bad system so far, I do like the Rage Points system better. I still dont agree that as a DM it makes for more work. And i think the keeping track of "can be used Once per minute/Once per round/etc" is even more book keeping than the original. I respect people's desires to keep the barbarian "simple" I dont think this compromise is bad. Its a fairly balanced compromise imo. I just like the original Rage Points system better. Just my 2cp.
Epervier wrote:
I love this idea. Very well stated. My thoughts exactly.
Jason Nelson wrote:
While i understand this isn't the original post's point, i whole heatedly agree here. I think that medium armors should be reworked and by extension heavy armor. While i understand the concept of using dex to offset the lower ac, i still think higher tier medium armor (aka banded mail/breastplate) should be fundamentally better than any light armor, and higher tier heavy armor(aka full plate) should be better than any other armor at all. Dont even get me started on chain shirt vs chain mail arguments =P. That is definitely an argument for another time/place.Spoiler: I think either chain shirt or chain mail should be removed entirely, as they are the same thing except for a hat(coif) and gloves. Chain shirt is rogue plate and better than full chain mail almost all ways.
Jeff Wilder wrote:
Your point is well taken. At least on my end, i don't propose using rage points for generic guys without tracking them. That would be cheating in my book. I just think that generic barbarian hordes don't use the rage powers, they just rage, get the basic benefits, and then fight. I see only the best barbarians getting to use the rage powers. Its what makes them the cut above the other masses. While yes this is a departure from the strict reading of the rules and my personal interpretation, i think it works very well and is an answer to how to deal with the tracking of lots of difference characters at once. I don't see it being any more complicated than tracking spells on a spell list for sure. But when was the last time you saw 40 wizards attacking a party? Lol. Hence my ruling of basic rage vs rage powers. Yes, i think Paizo should probably make it clearer for how DMs should handle it. Give us suggested guild lines or something. But i don't have a problem with the system. In fact i like it a lot. Just my 2cp for what its worth.
CharlieRock wrote:
Honestly, to me, i see the rage points as a Boss/PC thing only. Your average barbarian bad guy will just rage and be done with it, but the NPC (boss) barbarians will use rage points as will your PCs. This is how I've been running it and it works out great for me. I don't think we were ever intended to track rage points for 40+ random barbarian horde members.
I add my vote for the war sling/sling-staff. I like the idea of finger darts, but a base damage of 1d2 or whatever it would be for small creatures is so small I'd never see it used in my campaign. But the idea of a sling that reloads faster, or a staff sling would make alot of people in my game happy.
Add me to the pool that would be happy with +2 Int (or) +2 Wis, +2 Cha, -2 Str. I think the +Con bonus is hard to explain except from a comedy perspective (see fireball example earlier). To me, the +Cha bonus really needs to stay, I'd just shift the +Con bonus around. I like the +Cha because of the fey connection. That makes perfect sence to me. I can see an argument for the +Int or the +Wis. To me these could easily be done as sub-races. (Maybe a "options" side panel in the book?) The only reason i see the +Con working is because of the +Physical/+Mental stat balance. Con simply helps keep it from stepping on the halfing's Dex toes, and making no sence from the Str side. It does lead to comical visions at times. Just adding my 2cp in here.
Zmar wrote: The bard only needs to wear his favorite instrument, the gong, in more creative way ;) Lol! That is awesome Zmar! I gotta remember that one. For what its worth, I agree that officially I understand that they DO in fact incur spell failure from shields, so it would seem the first reference is a typo. In my own house rules, i don't count spell failure for the buckler if they use that... but like i said, that's just a house rule.
Robert: I agree. Thats how I fixed it in my campaigns. Just made the extra smiting feat available. I was simply trying to adress some of the issues other people were having. LastKnight: I agree, I dont think a class should have issues w/ more roleplay than crunch. I'm the first to argue that they should AT LEAST get more smites. Just see this as an issue of trying to make a PrC into a base class. It just doest work well. I think we should have left the Paladin a PrC along side the Blackguard. That being said, there is no reason we cant try to make the best out of what we have. =) Cheers! MikeSmith: Yes, using splat books we can do all these things. Your totaly right. My discussion at least was focused on how to use core books to make it work well with the other classes, not borrow heavily from the old material to make it function. Yes its backwards compatible, but all those books are out of print, and we should at least be able to create a basic class that balances with the rest. I like the paladin. I'm not against him. Just discussing how I think it could be better. Not that those aren't awsome ideas. They are feats I usually suggested myself to my players.
NeoSamurai wrote: I considered that as an option as well. Wasn't sure how effective it would be in comparison. Well, would depend on how totally they redesigned it. My thoughts would be we would have to totally re-due how Smite, LoH, and the auras worked. LoH would be something like
*Maybe by spending extra points they can increase the D4 count. This would be like Cure Light Wounds, but less effective. But they could do it more if they focused on spending the points. Smite would be something similar
*Again, all up for balancing. Should be somewhat helpful, but not overpowering. Then we use the aura's he gets later on the same way, making them cost points to activate, then an additional point per round to keep them active or something. We could also add in lower level auras if we wanted. Granted, this would be a significant overhaul for the paladin and would greatly hinder backwards compatibility. But i think might make it more appealing over all to a lot of people.
NeoSamurai wrote:
I totaly agree with you NeoS. I have always been one to say that Paladins should be the holy fighters, and the clerics should be the holy casters. I think part of this problem comes from bringing a cleric/fighter prestige class into a base class possition. If i was redesigning from the ground up, i'd strip clerics of heavy armor, if not medium as well. Force them to play more like wizards in light armor but using holy/healing magic. And give alot of their combat ability to make the paladin unique. As it stands the two tend to step on each others toes alot. My answer for this would be to make smite more intrinsic to how the paladin fights. I think against evil foes, the paladin should shine above the fighter, but against non-evil foes, he should be a fighter with less feats. (Only way i can think to explain it atm.) To preserve backwards compatibility about the only thing i can think of is to let him use smite alot more. But if we wanted to change it up a bit, i'd give the same treatment to Pallys that Barbarians got. Give them a "Holy Point" pool to spend from, letting them spend it on lay on hands, smiting, and auras. Combining all these abilities into a point system would hurt backwards compatibility, but i think would adress alot of the cleric/paladin foot stomping thats going on.
lastknightleft wrote:
Yes, i am making some assumptions. It has to do with playstyle and purpose. I honestly think there are some classes which are more roleplaying oriented and then there are classes which are more dungeon delve/monty haul oriented. This is something Paizo will have to adress, what they see as the purpose of the class is. But to me, the Paladin has always been a roleplay heavy class. It has the most restrictions and such of any core class an requires a much stricter view of gameplay. It even started out as a prestige class, which i think shows that it was supposed to be roleplay heavy. So on those grounds I think it is perfectly fair for it to have abilities that play to that roleplaying ideal more than the dungeon delving ideal. If you want to dungeon delve, dont take a class that has roleplay aspects (the special mount comes to mind as well here). Pick something more suited to dungeon delving. And i have no issues making it a swift action to activate. But then i agree that it needs to be limited. The standard action still takes 2 rounds to pinpoint specific evil. If you just wanted to turn it on as a swift action and then spend time concentraiting, that seems just fine to me but not have it activate fully as a swift action. I dont mean to attack your playstyle with this. Just trying to explain where my comments are coming from and why.
I have been playing with a paladin in our test group and here is what we've come up with. We've tested with gorups at lvl 1, 5, 10, and 15th lvls. In regards to the paladin,
Smite Evil is an ability that needs more uses per day at the lower levels. Even with it NOT being used when the target is missed, it was something that didnt feel very "signature" when it could only be used once or twice a day. We fixed this by creating an "Extra Smiting" feat, that works just like "Extra Turning". Gave the player +2 smite attempts per day. I did allow it to be taken multiple times, but my players only took it once so this might be a non-issue but i see it as a chance for someone to focus on a smiting paladin if they wanted. Lay on Hands worked great out of combat. I think this is an ability who's functionality depends on an individuals role for the class. I see the ability to heal out of combat as a very good roleplay ability, just like Detect Evil. I see it as a way to stabalize dieing comrads. I dont see it as a dump heal to heal the pally durring a fight. So on those terms, i see it working much better this way. But i can see how people who used it as a dump heal to keep themselves alive would feel it is broken. I dont see a paladin using it that way, personaly. IMHO that seems a selfish way to use the gift, sometimes necisary, but not as its primary use. *Shrug* just my roleplaying side of things. Just my 2 cp.
I too use a shaken state rather than running in my home games. At least as far as turning goes. Fear effects are different, but for turning the undead just get increasing penalties. Thought i'd add my vote for that change. And yes, i usually just "handwave" them off the table and out of the game unless its important.
Michael Chu wrote: Ah, that part of the rules was totally confusing to me, then. :) Most tables didn't get those cards. They were keyed to specific characters who had a clear and defined story option for loyalty or betrayal. Examples being Fade (House Vexidyre) and Urudin Foehammer (Also house Vexidyre). They were a special case. =) Be glad you didn't have one. Funny thing is, both of them chose to be loyal to house Vexidyre and took the loyal option. It was people who weren't given anything that clear that betrayed the house. Loveg Vexidyre (Trickster)
Betrayal is part of drow society though, so it wasn't totally out of character. Sucks for the rest of the house though. *edit* Alright, who's the wise guy who polymorphed my kobold goodness into this blue smurf monstrosity!?
Michael Chu wrote:
Agreed both Haradro and Shoyle will find the role easy to fill. I worry about poor Thera and Urudin, but I think they shall find pleasure in playing the role of an insurgent force. Thera and Urudin planning the downfall of the other houses though gorilla tactics and lightning quick strikes! *All Hail Shax! Savior of his people!*
Calling all house Vexidyre members (alive and dead). Thought I would post here so you could all discuss things if you wanted. Your criticisms, your joys, your thoughts in general. I wanted to convey my personal thanks to each of you for giving it your best. I truly enjoyed being one of your DMs. I hope to see each of you next year. Till then be safe, and keep your dice close at hand. Long Live High House Vexidyre! Long Live Thera Vexidyre and the scions of the house!
Scylorian wrote: Not to contradict Sar there, but did you play Murder on the Silken Caravan on the projector set-up? If so I was your DM for that. If you didnt, my mistake. Hmm. Ok, could swear i had him twice and i only ran 2 modules. No worries, either way cheers! The more we are connected the more fun we have. *Sorry to hear about your luggage man*
Lilith wrote:
I'm with Lilith on this. I think clearer descriptions for players and GMs would have gone a long way. I did have a blast and it certainly gave me a new GM perspective. To paraphrase some feedback i got from other people: 1. Clearer descriptions of everything (aka rules, characters, houses, city, etc)
These are just paraphrases of what some people told me during/after the event. I took time to talk to people and collect their feedback. I personally had a blast with this from all levels. Helping make the characters to running a house to helping clean up and take feedback afterwards. I look forward to next year!
Ratpick You are totally right in that we need to make sure the balance is there. I come from the camp of trust the players. But if we have find a position that does break the game then it should be fixed. I stand with you in that. I also appreciate that you recognize they are in the testing phase this year. Cudos. I would say that, while yes, the rules should be a major source of authority, but I do believe that by letting us DM at con's and such, Paizo is also trusting us as DMs to look after the enjoyment of the whole table. The DM should ALWAYS be the highest authority at the table. Yes, we should follow the rules as much as possible, and strive to make the rules as clear as we can, but DMs are the judges as well as storytellers. If you dont trust them to be fair then you already wont be having fun. *edited for spelling*
I ran Silent Tide and Murder on the Silken Caravan 3 times each. I lost 1 player to each scenario total. (Grand total of 2 deaths in 6 modules, 36 players). My hat is off to both of them. They both did wonderfully and took the bad turn graciously. It was the final fight in both cases that did it. One a bad stabilize role, and the other an unlucky crit. *Bows his head in a moment of silence for the fallen*
William Pall wrote:
Will Do William. Anyone else out there interested? I'd love to put something together!
William Pall wrote:
Well William, I'm not sure how much of a drive it is, but if we do something, it might be worth a3 hour drive for an afternoon fo gaming once a month or something. ;) Depending on how motivated you are.
I saw a couple imbalances in some of the games i ran as well. Diplomacy very high, etc. I guess for me its a matter of, as a DM, we are trusting the players to play for the right reasons. There will always be groups that try to "break" the game using combination stuff. Like in alot of other ways with the Pathfinder Society, or any organized play event, we have to trust the players to be fair, and allow for the fun of everyone. Thats not to say we cant fiddle with the balance a little for next season, i guess i just feel as if life isn't always balanced. Let the players do their best to "balance" it themselves. I play and run the games for the stories and adventures, as i hope and trust most other players do as well. Just my 2 cp. |
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