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The 15 minute adventuring day problem IS a problem with consequences that reach beyond healing into buffs. Wizards and clerics could just be given some per-encounter slots that they could fill with their lower level spells.

Maybe something like: spell-casters can choose 1 per-encounter spell from each spell level they can cast except for the highest one they can cast. After each encounter, these spells are restored to the caster. Note that this allows a cleric to put healing in these slots and heal up the party some after each encounter.

All buffs should also all be changed to end after each encounter.

That said, there's already a power-creep problem with these rules.


+2/+2 feats should die a painful yet boring death.
I'd rather have a feat that lets the player DO something than just add a bonus. Bonuses are not fun. Choices are fun.


The delve format is terrible. I recognize that there are certain things that make any editor shudder, but please don't resort to such page gluttony. :-)

A lot of people are saying that they like the inclusion of the non-Wizards items. I am definitely not one of them. Of the top of my head there was the Thaumaturge class (no idea where from...), the Adept Summoner feat (Book of Fiends), the Bunyip, the Tentamort, and the Giant Hermit Crab (Tome of Horrors). I understand that there's a lot of material in these other books and it's nice to be able to showcase that talent. But you HAVE a section on monsters. If there isn't a monster that fits your needs in the SRD, you've got six slots to make one.


Well, as far as I know, there's no reason you couldn't more the Catacomb of Wrath under the Old Light. Hell, it would make more sense to be there (since the Runelord of Wrath built that tower in the first place).

I would think it more likely that the players would explore the Catacomb there than if it were placed underneath the almost entirely empty Glassworks anyways.

Then again, until future volumes, I have no idea if there might be a future conflict with that location.


I always liked the old art flipbooks that came with the DarkSun modules. Basically, they just provided an easy means to show the player a scene rather than holding up the book and trying to cover all the text.

But it also provided a unifying art theme to the entire adventure when the players were constantly being presented with those pictures. It's part of what gave DarkSun it's flavor.

I'm curious whether Paizo thought about doing something similar for their adventure paths. It might be nice to have a flipbook of the art in the module, with tabbed pages for various important character portraits.

Probably wouldn't be a lot of work to do, since a lot of the art could just be replicated from the book. It'd just be a matter of how you Kinko'ed it and how many people would be interested in buying it...

I've noticed that since the Pathfinder line seems to have hit a sort of pre-success, a whole lot of "filler" items have hit the coming soon section (the map folio for example). That's great in my opinion, I figured this could be another nice thing to add to those.


I'm surprised that everyone says that horror is so difficult... I've been creeping out my players for a while, and it all seems rather formulaic to me.

4 steps to horror:
1) Isolatation

Players who can just go to the local authorities ruin horror campaigns. Make sure there are no local authorities, or that those authorities are not on your player's side.

Example: The townfolk are charmed minions of the villain.
The players don't find this out until they run seeking help.

2) Foreshadowing

Draw it out. The only thing tough about horror is making a single encounter horrifying. Use minions. Have the players find spies. An unsolved mystery. An impending doom.

Example: Walking creatures of nightmare pace the local inn. Swelling the door of the PCs room shut with their cold aura as they slaughter another resident.

3) The conundrum

Good horror enemies need a weakness. Without exploiting this weakness, defeating them should be next to impossible. Players may encounter the villain once without knowledge of how to deat him/her/it.

Example: Silver weapons, the phylactery, sunlight, a true name.

4) The confrontation

The weakness is found (or not), and the battle proceeds in a climactic way. Hopefully the villain has a trick or two up it's sleeve.


GVDammerung wrote:

Opinion?

Flatline. Left me wondering why I bother with Dungeon.

That's not a particularly helpful response. Did you just not like the adventures for some reason? What did you think was wrong with them?


I think that's kind of the point...
They're trying to GET you to subscribe to Dragon.
I'm not sure I would expect to see the map online, considering it never was meant to be a DM map in the first place (thus there's no need to strip if for player visibility).


From what I've seen of the Adventure Path 2 so far and having run the first half of the Banewarrens... I would say that this is probably not a very good idea.

Multiple reasons (SPOILERS):

1) While the Free City of Greyhawk is in the AP2, my guess is that it's not a location very central to the campaign. Wasn't it the point of this AP that the players would be less centralized, and would have to travel more? If the players in the Banewarrens head away from Ptolus... Game's over.

2) The mood between the two adventures just doesn't jibe in my mind very well. One is a western, frontier kind of feel. The other has a fantastic magic (the mages live where?!?!) feel to it.

3) Plus, the Banewarrens becomes very much a race against time scenario that would make it difficult to switch over to the adventure path in the middle. Sections of the Banewarrens are designed to almost railroad the player into the next section of the adventure. (Kidnappings, they've got the key, etc...)

Both AP2 (so far) and Banewarrens seem great, but I don't think they mix.


That's what I figured. Thanks for the speedy reply...


I'm assuming the compass rose here is just off?
And that North is supposed to be towards the top of the page?
The words of the text seem to indicate that north-south is up-down on the page... But that's not how the rose points.

So, the players can tilt the block back towards themselves with some effort in the entry room... right?