This was with two people assisting and a third making the main check (yes, we know assists don't stack, but it was a higher chance at getting a critical assist). The majority of the checks were failures, and at no point did they get a clue.
Not the encounters, though. They actually enjoyed being spellcasters and managing to get information on an encounter in advance so they could prep spells accordingly. Example, knowing they were going to be going up against a red dragon, thanks to the cyclopes, and then being ready with appropriate spells (mostly cone of cold, in their case, but still).
No, it was the hex crawl that did it in. With the time limit, plus the vast majority of hexes have literally nothing in them unless you crit for a clue, left the players bored and frustrated. And this was using the original, lower DCs (I have no idea how a player is supposed to crit on the updated higher DCs outside of a 20). Even random encounters would probably have made this better, as bad as random encounters can be.
So we only played half the chapter, they gave up, I told them what encounters they missed or were coming up, and they went "oh, we can cheese that by doing x/y/z" and figured nothing of value was lost. Whether their strategies could have worked or not, I don't know, and that's not the point of this complaint.
The point is that hex crawl with so few spaces that do anything is boring. *I* get that its supposed to be a flashback to Kingmaker stuff, but I'm the only one in the group that played and enjoyed Kingmaker, and even then, the hex crawl was the worst part.
We'll be playing chapter 5 since one player is excited to try the grey maiden archetype there - but that very well might be the end of our testing.
I play online, so there's not a lot my players can do to assist the game moving. So my Hero Points have been given out for 1) did you show up on time and have your character up to date and 2) did you participate in any roleplay. I've given out a lot of points, and my players have forgotten about them every single time.
Example: Lust Demon (Succubus)
And on another note, thanks for actually writing out the rarity of monsters. (If only it was applied to the spells and feats in the main rulebook too.)
One action looks like two actions. A diamond plus a chevron. If this was the only symbol, I could be okay with it.
Two actions look like three. A diamond plus two chevrons.
Three actions presumably looks like four.
If we're just supposed to be counting the chevrons, then the diamond needs to be removed.
My entire playgroup agrees with me on this.
And the free action symbol I'm okay with, but a number of my playgroup think it looks too filled in to be free.
Regardless, there's enough issue with these icons that even if the icons stay they really need to spell it out as well.
Ugh, those action icons. The two-action icon looks like it means 3 actions. Being a Diamond+Chevron for a single action is okay as long as its just the single action symbol. As soon as more chevrons are added on it looks like it takes more actions than it does. Please spell out the number of actions taken as well.
You can absolutely get away with a CLW wand and a good UMD score. The party just has to realize they only have post-combat healing and perhaps play a bit safer.
When my group played Legacy of Fire, we had a ranger (that never cast any spells); a paladin (that also never cast any spells); a monk; and my wizard carrying the party with UMD, wands, and scrolls of everything imaginable.
Mark Seifter wrote:
I'll take what I can get. Thanks for replying!
We've done a few things, like three casters with one martial, or three martials with a caster-bard. Nothing funny, but definitely unusual compared to "typical".
I was trying to argue for all-bard one campaign, but the DM was pushing against it, and I wavered in my conviction, and the other players stopped backing up the idea. We did make most of the PCs have a perform skill so they could still perform together.
All but one of my group is LGBTQ in one or more ways, and it's always been reflected in our characters some, but the current campaign we've really ramped it up and it's made it so much more fun for us.
At Large (Beast Shape 2):
If Dinosaurs are a go, then the Megaraptor is the best, hands down.
At Huge (Beast Shape 3):
And of course, if Dinosaurs, then Allosaurus is the way to go for combat.
Now on to aquatic typed animals.
As far as Medium Reptiles go for Beast Shape 1, the Monitor Lizard looks like the best bet with a land and swim speed of 30, low-light vision, scent, and a 1d8 bite. We don't get the grab nor poison yet, but that just means it gets slightly better at higher levels. The Giant Gecko seems good if we're after a climb speed instead.
If dinosauroids count: the Dimorphodon is good for a flight speed; and the Deinonychus is the best all-around combat form with 4 natural attacks, low-light vision, and scent, and retains some use at higher levels by gaining pounce and 60 ft speed with Beast Shape 2.
The Serpent Herald Skald in Legacy of the First World gains a limited form selection of Wild Shape, namely, Reptiles and Aquatic animals only.
And of course, this brings up a question, are dinosaurs in Pathfinder considered to be reptiles?
Nor Woden (Wednesday), Mars (March), Maia (May), Juno (June).
And Julius Caesar (July) and Augustus (August) aren't even gods.
Assuming Absalom Station uses Golarion time (and given the Gap, I'd assume they would), I wouldn't be surprised to see the existing Golarion months and day names used.
As much as I love xe/ze/etc, pronunciation issues can come in to play, and all of that. (I prefer xe for myself, but I met someone that uses xie, and they're not pronounced the same.)
Singular they is really the best choice for nonbinary usage in English.
If we're talking something like the shirran host sex, well, I'm sure the shirran would have a pronoun for that, so the question is how would we translate it into english?
Having played a wizard, and currently playing a Magus, I *do* prepare the same spells most days. If I know its a day with more adventuring and less combat, or vice versa, I'll swap some things around, or if we're going into a presumed boss battle I'll carry a different selection than my general purpose loadout. One thing you can do as a prepared caster is leave some slots open, and fill them later in the day as you figure out what you need.
In case anybody finds this in the future-
The traps were probably the most difficult thing to adjudicate, and I have no advice there.
Health issues prevented me from DM'ing past part one.
You can certainly play without a "healer".
We bought a ton of potions and wands of CLW and healed after combat. Save higher level potions for combat emergencies, have the arcane casters focus a bit more on crowd control, have the fighter or whatever go into maneuvers. It works fine, as long as they have access to a market to buy the items needed. You don't have to hand them out as freebies - a discount at level one, maybe, or replacing some existent loot with potions if there's no market, but not free. A lot of early game APs don't really have a time limit going on yet, so if they have to take three days to rest and wait for the potion seller to make more stock, then they have to.
(Fun fact- in that LoF campaign the Wizard used more CLW wands on the party than either class with it on their spell list.)