Berserker Cannibal

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+1 for Mythic adventure!

What I would like to see in a "mythic" adventure path would be a series of hooks at the start for each of the previous paths perhaps with a corresponding campaign trait as we have played through four of them and the players in my group would like to be able to dig out their old characters but not necessarily from the same campaign.

Also how about test of starstone IN the AP followed by divine kingmaker and final battle between good and evil to cap off the path. Now that is an "epic" adventure


Anyone else here have the pleasure of dealing with resurrected unicorn councilors, reformed wangering giant wardens, and kobold cities?


Yes I read the context and I believe (and yes you are right it is about play styles) that this sort of item doesn't hurt the DM (always ways to get players where you want them) but gives players the illusion of choice. But I suppose that avoiding getting lost is a rather bland effect for a wondrous item to have so it isn't really shiny enough for the competition.


I do understand what Sean was getting at with the rule and invincible characters (or characters that ignore a particular threat) do make a game terribly boring I was just hoping for a clear line with "Not a Problem" on one side and "Not a Chance" on the other.


Most items of that sort that I have seen REDUCE the risk of being affected not remove it entirely. So I suppose what I was getting at was what degree of added "safety" is too much. For example the instant fortress is one of the cooler items and it doesn't make camping completely safe it just makes a lot safer. Where to draw the line?


In your own words "But those hooks often serve a purpose in the plots of entire adventures". Remember rule #3 the game is the story of the heroes and should be determined by their choices NOT having story arcs thrust upon them.


So no items that prevent players from being railroaded got it.


I'm not to sure about this one shouldn't a true superstar item have to make sense from a campaign point of view. So a wizard would have to want to make it either for himself or for profit. As it is people who explore dungeons and camp in dangerous places that buy most of this stuff and they enjoy not wasting their loot on resurrections (or actually being dead dead in the event of a tpk) it seems to me that stuff that makes adventuring safe is exactly what they would want. Even as a rogue I'd prefer to have a summoned critter or a +1 10' pole of force to stick into the small hole in the wall as opposed to my hand regardless of my skill at finding traps because it just might not be my day.


Our group has never had a problem using the epic mechanics. While some of it doesn't make much sense (then again no large crocodiles is in the same boat) they still work. Our problem was a lack of material as you progress your characters get more and more options till you reach lvl 21 then you are stuck with 3 or 4 choices and you are done. Also having the epic adventures (particularly adventure paths) would make things alot easier - I can run a campain on the fly through levels 1-10 with only a sentence or two of plot but it gets more complictated as you level.


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