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Hey guys, a year back I did this post in the Playtest section: https://paizo.com/threads/rzs2vbha&page=1?My-opinion-as-a-15-years-game r-after-around It was a long feedback on the first iteration of the Playtest, and I did not try again before the game real launch. But my post had some sucess from other playtesters, and I know from Mona answer that my feedback reached Paizo. So as we just finished this weekend Plaguestone, and we are heading next week in the AP, I just felt that it was faire and square of me to post my opinion on the game. I was not really convinced at the begining of the Playtest, and now that the game is out, I thought my experience could convince some people who shared my worries back then to try the game, and it would also be a good place for everyone to share their thoughts on the game. Of course all this is only the thoughts of our group, and I invit all of you to participate, as long as you can stay civil and polite with each other. So, Pathfinder 2, after Plaguestone, from an experienced gamer: THE CONS: - We only got a few books for now, and of course we can't compare the huge diversity of builds that PF1 allows with Pathfinder 2 for the moment. Which means that if you are looking to do a brawler with a mechanical leg, a Psychic with a monstruous race, or an Oozemorph, the game might not be for you... yet. - You can't be the BEST of the BEST in ONE thing like you could in PF1. You can't overcharge your Hold Personn DC, you can not Grappple all the creatures as easily that if you built for it in PF1, you can't use natural attacks shenanigans for more sneak attacks, etc... You do what you do, and you can't improve it as much as in first edition. - As the game is just out, from the build diversity to the short life of the game, some builds are not avaible, or broken due to the lack of an errata. Mutagenist for example, Unarmed proficiencies, bulk... These things WILL get fixed, but it will take some time. - In a lot of ways, adventurers do less things at lower level that what you can do in PF1. Because the game is made to go to level 20, you can't have as much options at level 1-5 than some builds from Pathfinder 1. For example a Magus, or a Brawler with an Archetype, or even a Alchemist with archetype can do more things at level 3 in PF1. - Magic got nerfed, hard. It does not mean that magic is useless, and there are pros to that that i will explain later, but in general, magic got nerfed. You will not be invicible at high level, you wil not break the game at low level, and you will have very little power on your DCs. On that subject, we found the Divine list to be lackluster and boring, at low levels anyway. - Charisma is underused, like always. - Anathemas can be a real pain, that not to serve the story of the nuance of Golarion at all. Evil clerics, and some goods clerics, are just a pain in the party and it is a shame. These things should stay roleplay guideline, not hardcoded things that can cost you your powers. - The D20 dice is the master of all things. If you got poor rolls, with bounded accuracy, you will be in a lot of pain. You can't maximize enough to protect you from bad rolls. - Goblins are core, and don't have the Uncommon tag. Which make no sense at all in Golarion or in many universes. This is a just a mascott thing to sell more. You have as many chance to cross the path of a Goblin adventurer than a Halfling adventurer. - You are your main class, in sooooo many ways. You can pick multiclass archetypes, you have some diversity from one fighter to another, but you are your class. This is not just a buffet of ability that you pick to build your perfect concept like in PF1. No, if you are a Rogue you will do Roguery things. Many things, but Roguery almost all the time... THE PROS: ... But your ARE your class. Even with MC archetypes, you will have the opportunity to do things that only your class can do. You will have a lots of thematic feats, and in all purpose, you will have a strong fantasy to support your concept, mechanically and in roleplay. - The three action system is solid, versatile, and fun. You can play around action economy, and you got each turn strategic decisions to make that matter. - The four degrees of sucess/failures is very good, easy to grasp, and allow the DM and the player to see more variations in the outcome of narration and mechanical decisions. - The monsters are very different from one to another. They got unique and thematic abilities that make them fun to play and fight. They are not players, and don't work the same way. Wich means you can make a solo Rogue NPC boss, and give him the action economy to make him dangerous. - From the monsters, the treasure list, the wealth for players, the tags... The game is way easier to DM. You got more "headspace" for roleplay, descriptions, because the rules are simpler and more logical. - Martials rock. They are strong, versatile, dangerous, and they got thematic abilities. - Magic is less frustrating than before. Because even if a monster suceed a saving throw, he might suffer partialy from the spell. You can do a blaster with elemental magic, and you will be dangerous. In many ways this translate with more diversity in choice of spells, and the outcome of spells. - Skills and skill feat are just better than in PF1. Your skills choices are a very important part of your character, and allow for build diversity and some strong actions choice, like Intimidate, Medicine, Knowledge, Crafting, etc... Skills matter in Pathfinder 2, a lot. - The game is more streamlined. It is very difficult to make a bad character, and there is more balance between an experienced player and a new one. The abilities boost allow you to make the character you want, and to have 18 in your primary stat, no matter your race. They also give you the opportunity to do things that suck before, like a Fighter good in knowledge or the party face. - You got way lesser trap or must-have options than in PF1. Some are better in general, of course, but by a little margin. - The way the game works, your level matter a lot. You will be better against lower level threats, and your Wizard will kick the **** out of thugs with his staff. But a Dragon will be way more dangerous, because he got a better level than you, so he will be harder to hit, and will critical hit a lot. Your level, your experience, MATTER a LOT. You can feel the increase in power at each level, constantly. You path to glory is hard, but you can FEEL that an Orc who is a serious threat at level one, become something you can butcher at level 3. - You are less dependent on items and treasure, and your build is the base of your powers. - You got more place for roleplay. You want to have a good idea to get some circumstance bonus, and the three action system allow the DM to give life to your decisions. You will propably try more various things in PF2 when it is your turn to play. - Hero points means less deaths, and maybe more succes in clutch moments, that define what it is to be an hero. - You don't go tall, but wide. You increase your toolbox as you level up, and what could have been a terrible flaw yesterday become something you are good at. - Without Attack of Opportunity, you got way more mobility in fights. - Small Race can go in melee and bring the pain. - This is the perfect spot between the gamey Pathfinder 1 and the story telling 5E. You nailed it perfectly Paizo. To conclude, we ha da blast in Plaguestone. Pathfinder 2 is strong, fun, driven by story and strategic choice. It offer improtant decision making choices, a huge build diversity from only one book, is easier to DM, and is the perfect spot for our group. I am glad, as a fan and a customer, that Paizo listened to our feedback, and decided to refocus the game on what a RPG is suppose to be: a narrative shared by people who make cool and strong characters. Finally I want to point out that the game is not just an evolution of Pathfinder 1. It is something else. You got some strong connections, like Golarion, huge numbers of options, the vocabulary, but it is a new game. Which respond to the standards of the industry, and in our humble opinion, to what make a good game. Thanks Paizo, continue the good work!
Okay guys so I want some insight on how you use the roleplay description of some weapons, because you got sometimes roleplay on one side but rules on their one side.: For example, striking someone with a hatchet in melee and then throwing it at somebody should allow you to use Sweep, but it does not work with the roleplay description. The same could be said about a Returning Hatchet thrown on différent people in the same round. Or for any weapon thrown as an improvised weapon with similar abilities. In that case wha do you have to apply, the roleplay description or the mechanical advantage? As for the other questions: 1. When a property of a weapon like Sweep says “this weapon”, does it means this precise same hatchet or the weapon hatchet, as an another one? I want to be sure, I would think this the the same precise weapon but English is not my mother tongue so maybe I miss a few things here. 2. If a thrown weapon is in the melee weapon table, it means it does not work with a feat that asks you tu use a ranged weapon, even if this melee weapon got a range property? Like the Ranged Reprisal from the Champion? 3. If a thrown weapon is a melee weapon, despite its range, does it mean that you can use them with feats that require melee weapons, and throw them? Like the Twin Takedown of the Ranger? 4. Finally do you think that your weapon have to meet the prerequisite (being a thrown weapon) of the property rune Returning given by the 3rd level ability Divine Ally- Blade Ally of the Champion? I really don’t know because the general rule is you have to put returning on a thrown weapon, but on the other hand specific overrides general and the ability does not say you have to meet the prerequisite of the rune. Yes you guessed right I want to build a thrower :D But even so, in general, I really think that Thrown weapons are in a strange spot and I just want some insight on how people deal with it.
Hey guys do we know when the first errata is planned? I saw the Alchemist, bulk for some items, unarmed proficiencies and other things are going to be adjusted or corrected but do we know when? Or at least a quote of an official staff member speaking about it? We are beginning the AP this weekend and I am considering a MC Monk and one friend wants to go Alchemist so we are really interested by these changes ^^
Hey guys we are almost done with Plaguestone, and something is bothering me. One of us play a Divine Sorceress, and we find the Divine list to be really lacking in term of coolness, and almost all her spells are getting used on Heal spells. So yeah heling is strong, very stong, but without a good way to heal the group outside of this spell (you got no Wands of CLW like in PF1, and no short rest like 5e/SF), you have to rely on healing with your own spells. Yes there are Elixirs of Life, Meidicne, and Healing Potions, but their dices are really not impressive after level 1. So we really are having the impression that an healer is mandatory. Nothing is even close to the Heal spell at low level, maybe that will switch around level 6-7? Because one of the thing I really liked about PF1 was the fact that you don't have to have an healer. Just someone who can use wands. Any thougths?
Hey guys, quick question: When an Alchemist craft something using his class abilities (like Quick Alchemy, or Advanced Alchemy), he uses his own DC for the Alchemical Items or the one listed in each entry of the gear section? I think he uses the one listed in the gear section, but one of my fellow player disagree, and it could make sense to be honest, so I ask you. Sor for example a level 1 Alchemist throw a lesser Tanglefoot at someone. He has 16 Intelligence and he's trained in Alchemist DCs. Does the Tanglefoot have a DC 16 (Trainned lvl 1: 3+ INT 3= 16 but will hugely increase with levels) or the listed DC in the gear section (17).
I really love the concept but I will not play before next week. I was considering a Multiclass Character for my first campaign, but I am afraid that they don't scale well with the proficiency. The maths are so tight that I wonder what a multiclassed wizard for example could do while being only trained in his arcane spells at high level. What do you think people? Some of you might have the chance to play a few games already?
Here it comes, my first adventure as a DM on PbP! I swear to you to do my best to make the adventure entertaining, and to at least DM the first volume of the AP, which is kind of a stand alone adventure. If the experience is sucessful for me and you we will continue! We will use Roll 20 for the maps, arts, and treasure keeping.
I would like to have four players, two veterans of the PbP which can give me advices and two new players just like myself, because we all need to start somewhere. I expect at least one post each day, and more if you can. I will try my best do to the same. Sometimes I will make a few rolls for you to make the story move quicker or if some secrecy is needed. Of course if you can't post for a long period of time just warn me before. Read the Mummy's Mask Player Guide, it contains usefull informations for what you will encounter, as a little bit of lore. Try to roleplay as much as you can, as this game will not be just about rolls.
I would like for each submission a description of your character background and behavior, why you are in Wati risking your life exploring dangerous tombs, and your experience with Pathfinder and PbP. Characters Creation Guidelines:
Houserules:
Final note: Mummy's Mask is tough, but you are powerful. Expect small areas, traps, undeads, constructs, mysteries, treasures, and I hope fun!
Hey guys! When you use Divine Fighting Technic: Desna to add your Charisma on Starkinfe, can you throw them and still add the Charisma bonus? Because the feat says: "When you are wielding", and throwing is not wielding. On the other hand the rest of the feat gives option to throwers. So I don't know. I am planning a character who will pick this feat and I know my DM is going to roll his eyes on this one, so I want to be sure I do things by the book. This is not for PFS.
Hey guys, So I got a build coming up but I want to know if it is working. When you are playing a Constructed Pugilist with the Grapnel Arm feature and the Hook Fighter feat, how does it works? Because on one hand you got the capacity that said you can't make melee attack with your arm after you launch it, but on the other hand the feat says that you can use it as a weapon, because it is a grappling hook. So which one got the priority? And another quick questions: if you do get the grapple going on, you can choose to automatically to make your target come closer to you, like any grapple, right?
Okay, so my group and I tested Pathfinder around 20 hours since the Playtest was realeased, and I would like to share my opinion on it on theses boards. So, a little backstory first. I am 27 years old, French (so pleasae forgive my possibly familar English), an History teacher/PhD student, who started to play RPGs when I was 12 years old. We tested PF2 with the same group I play with since 15 years. I started playing with 3.0, and then 3.5. We also did a lots of Warhammer 2.0, Cadwallon, Star Wars D20 and FFG, L5R, Cyper System, Shadow of the Demon Lord, 5E and homebrew RPGs. But from all of these, Pathfinder 1E is by far the main dishe. We played through Rise of the Runelords, Kingmaker, Iron Gods and Reign of Winter through the end. We started almost each other APs. We followed the rules for many years, and then started to houseruled of lots of things to finish with our "perfect" Pathfinder. We tested PF2 on an homebrew adventure loosely inspired by the sysnopsis of the Doomsday Dawn, from level 1 to levels 7, with a lots of story XP and sometimes gaining a few levels very quickly to test at different levels range. The group is one Druid, one Barbarian, one Figther and one Bard. We got ROLEplayers and ROLLplayers in our group. And we succeed during many years having the best of both worlds in PF1. So, here I am. This is what we think of the game so far. The PROs:
- Expert and Master items that are not magical. Best loots ever for low level adventurers and to present perfect craftmanship. - Less skills is good. And we like the mastery system that increase with levels. Yes, we do believe that a Wizard level 7 should be able to take down a few commoners with a stick. Or that a Barbarian who defeated a Troll or a Antipaladin of Norgorber can sometimes have insight on what a mysterious monster can do. - Items with levels are easier to use for the DM. - Best multiclassing ever, from our perspective at least. We do'nt like dipping. So it was an elegant design. But far from being balanced. Who does not want to take the Fighter dedication? - The Bestiary is a awesome, as the monsters... The CONs:
- Resonnance is immersion breaking and gamey like I have never seen before. - Healing is a huge problem, and the players feels like sick and crazy blooded people chasing cooler monsters than they are. - Skills are still too weak, and still not able to emulate magic in the medium levels. - The three actions economy feels like a scam when you are a spellcaster, and casting two spells in the same round is still very rare and difficult to do. - Our Barbarian and Figther felt like they were doing less cool things that they can do in Pathfinder, with Rage Powers and Archetypes like Mutagenic Mauler and the like. - Reading and navigating the book felt like a chore from an organization standpoint. - Goblins as a playable Core Race got eyes rolling all over the place. As Paladin LG only. Yes, this is not trolling. - They are still way too many complicated or specific rules in the skill sections. About the time for a Diplomacy check, or the malus/bonuses for a Stealth check, or for gathering informations. Damn, thse things should be for the DM to decided, based on the situation. And the Skill Feats felt like they allowed the players to do things that they should not need a feat to be able to do. - Ancestries Feats are unbalanced, weak, and you feel like you are discovering your origins and things you should be able to do from the get go as you level up. - Attacks of Opportunity are a core part of D20, and removing them from the core combat make errors way more affordable. You should not be able to cast when an angry Barbarian with a giant two handed sword is in close combat with you like it is Chistmas. - Wealth by levels, items by levels, and level/class locked abilities often felt like a MMO game. But the elephant in the room is that the PCs felt weak. Like weak, slow, not able to do amazing things. What is that feat that remove Manipulate traits for Lay of Hands? It is the opposite of sexyness and coolness. Less spells, lses Rage powers, less Archetypes, less build variety... less fun. Really, and it pains me to write that. In PF1 you can do almost every fantasy character concept. Often, in 2 or 3 viable ways. You can break the rules, adapt, and houserule with ease. You can have a gamey feeling that is probably the best in the market. You can become very quickly strong, and if you learn the rules you can bend them in your way. In 5e you have an immersion game, easy to grasp, where a caster can cast three spells in one round with his bonus action, his action and his reaction. You have a gritty feeling of the fight, and you are able to do amazing things action econymy wise from the get go. In PF2, you can do a little bit of both, and in a less fun way than with the two other games. Where is the coolness of selecting between 30+ classes? To play as Avatar Ang, or Mr Hyde, or Batman? Where is the satisfaction from 5e to do three cool things that matter in the SAME round? The Bard was the best example. I played Bard and Skald in PF1 since the release of the game. Same for 5E. Damn I felt weak in PF2. Almost useless. No fun mechanics with Reactions, no true Lingerings Buffs, but just a few sad cantrips that I have to repeat, messing with this famous three action economy. What is the point to have three actions if I can only cast a buff cantrip that will works for two rounds? The good ideas of Pathinfder 2 can be used in PF1 or 5E. So what is the goal here? The class locked abilities felt like a MMO, same as Resonnance, that the DM was trying as hard as he could to justify roleplay wise. It was sad, really. After 10 hours, we were just getting bored. I really don't understand what is the point of PF2? It does less things than the two main d20 games. It feels like a video game. And it lacks of cool stuff to do while keeping the main, in our opinion, boring part of PF1 that we removed with houserules. So you d'ont have the variety and action feeling of PF1, and you also don't have the immersion and the coolness of 5E. Basically, you have really not much. I don't know what can be done to switch that feeling. Or what we missed. And Damn! We love Paizo, we love APs, we love Reynolds, and we so want to love PF2 but come on, what is the design goal here? We really, genuily think that this game needs a loooooots of work to be able to have the spot it deserves. They are good ideas all over the places, but you have to search for it all the time. This opinion is rough. And it makes me sad. But we felt like we had to deliver this warning to the team. Because we don't see ourselves playing PF2 in the naer future. Or at all. RPGs are getting better, smarter, and funnier each day. PF2 need to spet up to be able to compete. Even more against his main adversary, and his spiritual father. This this the longest post I ever write in English, and I got dyslexia so please forgive my mistakes or my lack of vocabulary please. But damn this has to be said. We love thios company. We want to love this game. Help us.
I have a lot of concerns about PF2, most notably about the power level of non casting classes at early levels. But it is also good to vocalize things that I find nice. And damn you nailed backgrounds. Clearer than in 5E or a lots of other games, and way better than Starfinder where most of them were weak. It gives a story, leaves room for imagination and customization, and gives useful gameplay advantages. Yes. This is good! To be honest my only issue so far is really about the lack of « Wow! » effect at early levels for the majority of classes. However the system seems damn good for me (4 types of failures/sucess, magic and spells, proficiencies, anathemas). The waiting for the playtest is slowly getting harder!
Hey guys, I just wanted to know what are your favorite Classes in the game from a mechanical and design standpoint? You can count Archetypes in it if you want it. And I don’t ask for your favorite to play, but just the ones that are, for you, the most well designed. I think it could help new players to have an idea about what to play, and the designers could get inspiration from it for PF2 or future supplements. Here I go. 1. Vigilante. This is by far the class I think is the most well designed in the game. Outside the roleplay part (which I personally like), I think the class emphasizes what Rogues and Figthers should have been able to do in like a loooong time. The Class just break the rules in many ways with its Vigilante tricks, allows for a lots of différents and effectives builds, and just empowers the imagination of the players. 2. Mesmerist. Finally someone that can land crow control in an easy way. A jack of all trades whose mains focus is debuff and not buffs, and that can do it with regularity and efficiency. The stares are quite good and funs, and the class is easy to build and understand. A lots of archetypes fill nice roleplay/mechanical niches, and this is just perfect to play a borderline character in a good group. Moreover this is in many ways a support class that is interesting to play, so yeah for team play. 3. Arcanist. Counterspells in immediate actions, mobility and teleport at low level, ability to push the DC of spells, more variety in spellcasting than what we are used to... To be honest I find the Arcanist to be, in a scenario where you don’t know the game that well and don’t use all the books, a bit overpowered in what it allows you to do. But the Class is full of opportunities and interesting things to do, and can fill whatever “master of magic” fantasy you got. That’s it for me. Like I said these are not specifically ma top 3 favorite to play (Vigilante is but the other ones are Occultist and Core Monk), but just the ones where I think Paizo nailed it 100%.
Hey guys I am starting my first Starfinder adventure (homebrew) next week! I read the core rules two times to be sure to not do too many mistakes, and I will have three players. I just wanted to know if there are common mistakes or things to be careful about when you are coming from Pathfinder, as a DM? So far I am really happy with the rules for equipment and for a lots of skills as well as the class design. However I think that a lots of options from certain classes like Solarian or Envoy are a little bit underwhelming but that is probably my lack of knowledge of the new math. Any idea about what classes to advice to my players? (Pathfinder veterans all of them). Space fight seems a chore I will probably not do all the rules. But all the rest seems quite exciting! So yeah any advices or things to not forget? I houserule a lot in Pathfinder, so if you have any change you made that worked well I am interested too.
First of all I know alignement is personal. The point is not to argue about your opinions but just to exprim your personal preferences, maybe sometimes with an example or a funny story. It will allow us to see what each players see in each alignment and I think it could be an interesting exercise. And secondly do not hesitate to precise what is your favorite alignment to fight against, with maybe an example of a great vilain or opponent from one of your adventures? Ok here I go. My favorite alignment to play is Neutral Evil in a mostly good/neutral group. I like being the guy who got no loyalty whatsoever for anything or anyone except those he considers family or friends (so the group, so no betrayal). It allows him to do what the good members of the group would not do like intimidation or torture that push the adventure forward and can create complicated but interesting discussion in the group on what is acceptable or not. However as I am partisan of an Evil PC I always have a strong connection with the group and I firmly believe that Evil people can have loyalty and friendship towards the one they cherish (but some could disagree!). I played a Tengu Unchained Rogue Rake in Skulls & Shackles Neutral Evil who finished quarter master in a Chaotic Good/Neutral group. He was a little bit mad scientist with poison alchemy and nautical creatures and a lots of skills points in Alchemy, and was the one who delivered discipline to the crew and questioned the prisonners. He was a blast to play roleplay and gameplay wise. As for the opponent there is no one more satisfying to fight than a Lawful Evil arrogant noble or bourgeois or Cleric. The one who taunts the group from the top of his golden castle and is an *** with everyone just because he can.
We are having a few animated discussions on the playtest forum about the presence of Goblins as a core race in PF2, and it made me wonder: are the core classes the most numerous in default Golarion? For example I can picture more Witches than Druids, and more Warpriests than Paladins.
Anyway what are your thoughts on this?
We need more. We need a table of a Class for 5 levels, or at least one full skill with the different rank of proficiency and what you can do with it. We need, even if it is short, a true example of a few lines from the book. Maybe it is not ready yet, but I am pretty sure that there is enough to throw us a bone. Because I want to be hyped and like a fanboy who is waiting for his new gift, but damn the blog posts are sooooo generic. We can feel that the dev are passionate about the game and that is fun, but on the other hand this hobby means so much for a lot of us around here and we can see that the posts tell something but without real context or example at play against a monster for example. I know it is early and everything can change but still, so far I have the unsatisfactory sensation to read about « med-fantasy vanilla rpg ». We PF1 was released we were happy to see that. I remember being like a child with the new Bard and the nice Arcane Schools and the Sorcerer. When WotC released 5E my curiosity was awakened by their change of game design philosophy. When Paizo announced Starfinder, I was again under the charm. When I played my Mesmerist and my Bloodrager I was like « damn this is new and fun ». So we need more than Figther can charge, Rogue can have skills, and skills are cool. I will kill for the full description of a skill. This is not a post to undermine Pathfinder or Paizo. PF1 is, so far, the RPG where I spend most of my time the last 10 years. I started Rise of the Runelords when I was 13. Now I am 23 and mastering another AP. So of course I will try and test and comment the game. But WE NEED MOOOOORE! The blogs for the new classes in PF1 or SF were much more exciting (my opinion only). And I want to express this feeling, not only to try to have a real pieces of content, but also so Paizo can understand why this game matters to me and I thin) to a lot of you guys!
https://marketplace.roll20.net/browse/module/75/crownfall-war-for-the-crown -1-of-6 This is awesome. This is like the best news for RPG in 2018 so far. I am happy. And I want o know if there are any plans to do the other APs? (the old ones, and the ones to comes?) I did Iron Gods on Roll 20, and now I'm planning Curse of the Crimmson Throne. Seeing that news made me really happy.
Hey guys one of my player is going to play a Brawler Snakebite Striker/Strangler in my upcoming campaign but I got a few questions for this combo: - Does he add all his Sneak Attacks dice on a grapple check for damage/pin his opponent or only his Strangle Sneak Attack dice?
Hey guys I am starting Curse of the Crimson Throne and my players would like a few suggestions but I am the one half decent in English so I am asking. I got a Dhampir Brawler Snakebite Striker/Strangler who wants to go full grapple, an Arcanist Brown-Fur Transmutater who wants to buff people and then go monster on them and a Paladin Bowman. Any advices on feats or abilities you would consider mandatory for these characters?
Hello guys! We just finished Iron Gods and I was considering Curse as our second AP for our weekly Roll 20. I play Pathfinder with 2 friends (yes only 2, the full group is only for real tabletop not Roll 20). They went through Iron Gods with an Unchained Summoner and a Mutagenic Warrior. What I did is giving them 25 points for creation and they play twice in a turn just like this mythic skill I don’t remember the name of. Add a few golds and the difficulty was quite good, tough all the time but never too difficult. With Curse they decided to try builds they have never done before (which is nice) but I fear it could be way more difficult than with their previous group. On the other hand Curse seems easier than Iron Gods. The want to go Brawler Snakebite/Strangler (so a grappler) and Arcanist or Wizard spécialised in polymorphe and shapeshifting. What do you think about that? I fear they lack a good weapon for all the undead but the NPCs with Vanilla Rogue/Something don’t seem very dangerous. Any thoughts? We will be playing update version of course.
Hello everybody, We are currently finishing our second AP after Kingmaker, Iron Gods. So I have one month for preparing the next one! And I would like to hear some advices/opinions/thoughts on the one I'm interested in. I like Mummy's Mask, Shattered Star, Curse of the Crimson Throne & Ruins of Azlant. I think I'm able to do justice to each one of them. My players like having the opportunity to make decisions that matters, to face various foes and to be the heroes of the story. They dislike endless dungeons runs whitout a huge story or flavor attached to them. The crashed ships in Iron Gods were a sucess, but a lot of "cave hex" in Kingmaker were not. For my part I like stories with old empires and lost mysteries, and encounters with various mechanics (like class from many books, monsters archetypes, etc...). I also like when the AP gives us the opportunity to foreshadow the BBEG and the plot during the all campaign. Kingmaker was a little bit to slow for me on this aspect. Anyway thank you in advance for your suggestions! |