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The merchant Princes of the city that is the "hub" of the adventure has hired "city guards" from a mercenary company.. they are secretly an evil mercenary group who are there for other reasons.. i Dont know if Red Mantis assassins would fit this.. and they would be way to powerfull if they were actual assassins xD Same with the Hell Knights.. they strike me as to Epic to be where they are here. The Cult of Mahathallah seems perfect for what i had in mind though, so thanks for that :) ![]()
shroudb wrote:
Actually yes it does.. I had interpited the rules the same way. and i think alot of other ppl has as well.. If ppl missinterpet the rules they need to be clarified.. ![]()
So I was Running Tomb of Anihalation for 5e but converted over to PF when the playtest launched. I am converting the adventure to PF2 rules and all that is going well and fine. To explain what i need help with I need to explain the main plot (Spoilers ahead)
What I need from you knowlageable guys is some information about cults/organisations that i can use in the campaign. And if possible in wich PF1 book i can find some info on them. 1:
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Thanks for your help! ![]()
I Really disslike the new skill system.. i find it highly ilogical that people of higher level is better att EVERYTHING "Because level". At level 1 the mage falls in the water an nearly drowns. from then on untill level 20 he never sets foot in water again but at level 20 he is an olympic class swimmer. there are 1000s of more examples to pick from. and you can make up exuses of why the mage "Magically" got better at swiming, you can try to wiggle your way around it but that is a sign of a bad game system. If you have to make upp far fetched excuses to justify a system, it just means the system is broke.. I get that its a fantasy rpg and you should be a hero and special and cool and stuff.. but please keep it close to realistic.. allow characters to have flaws and stuff they arent good at. all characters dont need to achive god level in all fields.. sure stuff is gated behind Trained, expert aso. But a +18 is still +18. it means that all normal stuff is an autosuccess for you even if you never done it before. a barbarian who has never played an instrument in his life can take the lute from a level 5 bard and totally outshine him, even if he has never seen an instrument before in his life. I hate it :( ![]()
Cantriped wrote:
I meant "All wooden doors" just missed the wooden part.. ofcourse a iron door can take more damage. but there is a difference between a wooden door of a run down shed and the wood door of a castle gate. both having Hardness 10 seems odd. ![]()
Does all doors have a hardness of 10? Is there no difference between a castle gate, an outhouse door, a door leading to a study or a door to a shack in the poorer side of town? Seems odd.. I as a GM would give woulden doors a hardness between 3-20 depending on the purpos of the door and the quality. ![]()
In PF2 its imposible to mix characters that are more than 2 levels apart (thats why their XP system states that everyone always get the same amount of XP no matther what.) This is because of the +level to everything. the lower level characters can tag along but they wont be able to do anything, all skillchecks will be to hard, they cant hit monsters and they will basicly be auto critted by every monster. ![]()
Ghilteras wrote: The only scenario in which it makes sense for Untrained to only be 5 points away from Legendary is if you gate lock most of activities with ranks, which is pretty hard to do as people can be very creative and you'll never find a way to gate lock everything. Even if they manage to do that imagine how a character that can sport a +20 at Untrained skills would feel frustrated because that large bonus would be effectively useless. "I have +20 in acrobatics.... but the only thing i can do is cartwheels... :'( " ![]()
Chief Cook and Bottlewasher wrote: I expect (or at least hope) there will be a troop template. Which I would expect to help with waves of attackers. And overall have a higher attack bonus than the individuals. I don't know how much higher it should be. What? You dont find it realistic that a high level character can walk onto a battlefield with thousends of orcs and sit down to drink some tea and have a snack while watching everyone critically miss them? You dont think its ok that you're level 1 bard is sitting and playing at an in and a group of level 5-6 goblin barbarians come in, ask what that sound thing is in your hand and then takes it from you to try to make sounds from it and turning out to be better than you at playing it, all of them.. just "because of level". Seems odd that you wouldent agree with rules like that.. I mean a person of higher level should be better at exactly everything than lower level ppl or? ![]()
I know that there are some loud power gamers here that thinks "My character is awesome at everything? no weakneses? AWESOME!" But the majority of people seem to dislike the new skillsystem that adds your level to everything. Im wondering if any dev has commented on this yet somewhere that I might have missed it. ![]()
pauljathome wrote: What about damage LESS than 0 (eg, D4-2)? Logic would certainly imply that the minimum damage is 0 but that should probably be explicitly stated somewhere :-). Actually you can slap someone back to life.. if someone is dying just hit them, sinsce it's unleathal damage they get the uncunsious state and returns to 1 hitpoint.. no need for heal spells ;) all acording to Rules as writen hehe ![]()
Only thing the +level to skills does is make it niegh impossible for a GM to keep the world realitic and still fun, challenging and engaging past level 5. after level 5 either the world "levels up" for some reason or the players start having no challenges other than combat. and if the world "levels up" then players will start complaining about stuff like "But last time i did the exact same thing it was only DC 15, why is it 20 now???" and with all right. I usually never say "No you cant do that" i just say "Ok Roll X" and set a DC for how challenging i think it should be. In this system i will have to say "no you cant do that" to ALOT of things and if a player asks why, my only answer is "Because level".. Because now i need to take into acount that the DCs go from like 10-50 so the hardest acrobatic feats should have a DC of 50.. the moderate ones should be at 35 and the easy at 10... this means that most moderate things cant be achived untill high level.. ![]()
Ghilteras wrote:
Its easy, the higher level the party gets the more illogical and weird and messed up the world gets.. all important walls all of a sudden secrete slippery oil, grow thorns, have little gnomes living in them that push players with sticks to make them harder to climb. everything the group encounters in the form of none combat encounters works this way and all of a sudden all NPCs level to level 15+ so the party cant just go in to a town and tell the mayor "This is our town now" roll diplomacy and crit succeed on a nat 2. you see in PF2 its not about a party of heroes adjusting and growing in a world but rather a world that grows and evolve around the heroes. ![]()
John Lynch 106 wrote: The part where the rules are really letting us down is not telling us how much the difficulty adjustments actually adjust the DC by. It would also do well to have more examples and to explain how a trivial level 20 challenge (DC 20 for climbing a typical dungeon wall) can actually be achieved by someone of a lower level. A trivial challenge for a level 11 character would be a low challenge for level 7 or a high challenge for a level 4 character. Low level characters cant do anything; because level. High Level Characters can do anything with any skill; Because level.There is no logic, no rime no reason.. ppl are grasping at straws to justify the skill system because they want to play characters that can do anything and everything like true gods and have no flaws... makes me sad.. because this probably means that the skill system wont be changed... ![]()
shade2077 wrote:
Basicly you need to break logic or ignore logic to be able to GM and if any player asks "Why?" youre only response is "Because level". if youre a GM that enjoys a game where the RPs can do anything and everything or a player that wants no weaknesses and likes being awesome at everything then this is the game for you. If you like some tidbit of realism in your game and like playing characters with some flaws and balansed group where everyone is needed to succeede even out of combat.. well then move along and find a game with a working skill system or houserule the crap out of this one. ![]()
First World Bard wrote:
I have no problem with that when it comes to the skills that they have focused on. but in every single skill just isent ok.. Not even Elminster, who is a half god at level 30ish, could do well at an obstical course without the aid of his magic.. And it becomes skewed even in a group of equal level characters. The extra actions and things you can do with skillfeats doesent really make "all the difference" so a rogue becomes less unique since any other class can fill her role, just slightly worse. every character is a jack of all trades.. every character can do everything already at around level 5.. we dont have to go to god mode 20. we still have a level 5 character who has never touched a flute in their life, pick it up for the first time and playing as good or better than a level 1 bard who has trained for years in her craft. ![]()
Kolokotroni wrote:
how about a 90 year old wizard with 8 Strenght outdoing a level 10 barbarian with 20 str in most athletics tasks, without the aid of magic mind you. Is that ok aswell? Same Wizard is outdoing the level 10 rogue in acrobatics and the level 10 bard att singing and playing every single instrument in the world.. Said wizard outdoes the level 10 fighter at swordsplay and is scarier than the halforc barbarian. this wizard outdoes an entire level 10 party at everything they are best at and has dedicated their life to perfect.. and only reason is "Because level 20 and bad ass" ![]()
The problem is not really that RPs reach rediculous skill levels.. i can liv with that.. the problem is that they do it in all the skills.. no matter class, background or what the RP actually has done during its adventure. The problem is also for the DM. If you dont raise all the DCs in line with RP level then you will end up with the group getting into a town at level 6-7 and being able to take over the town basicly by just using their diplomicy skills.
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Castilliano wrote:
As i said I wont use any houserules while playtesting.. And i belive we are playtesting to find what we like and dislike about the game and give feedback. I for one am not the person to just say "I hate this, chage it" I instead try to be construktive and offer solutions. I do not for a second belive that Paizo will use any of my sugestions but they might draw some inspiration from it. And they might ignore it all together and run with the system as is.. but if I find rules i do not like in the playtest I will post about it and send my feedback. I am just one voice and I do not belive or even want them to make a game just for me but i still want my voice to be heard if others feel the same way. I would get your argument if this was a finished product. ![]()
This is not good though.. cause this means that ALOT of stuff will be imposible for low level characters and auto success for high level characters.. and there will be an interesting sweet spot in the middle.. the game is not fun for players if they cant succeede with anything and its equally boring when they can do whatever they want and always succeed. The main problem is the "+level" in everything. I made a post about alternate skill systems where i try to fix this and make the game fun, interesting and engageing at all levels regarding skills. ![]()
I get that you have tried to make a streamlined system that works the same way for everything.. but I think it hurts the gameplay. Adding your level to all skillchecks gives you a dif of 5 between untrained and legendary prof. This makes for some unrealistic scenarios.. for example lets say i play a Fighter from level 1 through 20.. and during my adventures i never once play an instrument. at level 20 i meet a level 10 bard at an inn and he asks if i play anything... i say no and he tells me to give it a shot.. and it turns out that i play better than he does with my +18 to the check. It makes everyone sort of a jack of all trades and the difference between a Fighter and a loremaster trivial, even with prof bonuses and skill feats included.
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You proficiancy level doesent give you any +/- to skill checks. instead they move you up or down the dificulty scale for skill checks. Untrained makes tasks 2 levels harder, Trained is unchanged, Expert, Master and legendary moves you down 1,2 and 3 levels respectfully. So all the GM has to do is decide how hard the task a player wants to perfom is and sett a dificulty "Make a hard check" if the player is Master in that skill it goes down from hard to normal and he has a DC of 12.
I get that these might not suit other gamemasters or players but i find it more realistic and easy to use in my group. |