Droogami

Symar's page

Organized Play Member. 244 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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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.
If assisting is a trap and everyone should be rolling their own things then either assists need to be rebalanced or removed.


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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.


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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.


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The Quasits in Lost Star deal 1d4-1 damage on their claw attacks. What happens if I roll 1 for a total of 0 damage? Is there a minimum of 1 damage, or do they have a 25% chance at doing nothing?


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KingOfAnything wrote:
Symar wrote:
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.
Why does it look like the two-action symbol is three actions?

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.


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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.


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I thought Resonance was supposed to remove X Per Day uses on items. Why does Armor of Invisibility have a limit of 3?


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Immunity is briefly mentioned but not elaborated on. I hope its replaced by resistance instead. A mage with paragon control over fire should still be able to fireball that elemental, even if its at a reduced rate.


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Only three spells of each level feels low, but without knowing more about cantrips and domain/etc powers, it might just be fine.


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Highest level I've ever been was 17th. So, never.


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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.


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Thank you paizo for some nonbinary representation.


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RJGrady wrote:
Brute: An archetype for people who hate vigilantes, alchemists, barbarians, and themselves.

Also hate your party, because you're going to be attacking them.


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Monster Hunter's Handbook is supposed to have some of this sort of thing.


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The Elohim is literally the Judeo-Christian god


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You can certainly play without a "healer".
I ran Legacy of Fire with Monk, Wizard, Paladin, Ranger; and Council of Thieves with Bard, Gunslinger, Paladin, Fighter. (Current game of Kingmaker technically has an Oracle, even though they spend more time bashing than anything else, I'm not including them because they do heal when necessary.)

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.)


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How can I redeem evil people if I'm not allowed to be associated with them at all?


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Charon's Little Helper wrote:
Symar wrote:
Our DM shot that down for some reason,
Wait - why? Bard is one of the few classes where a mono-class group works pretty well - at least so long as you vary archetypes like you planned to. Does your GM normally force you to play certain classes?

He normally has no real restrictions on party composition, but we usually gravitate towards balanced parties anyway. I think he was scared we wouldn't be able to pull it off, or that we were doing it for mechanical reasons and not flavor reasons.


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Well, we were going to play through Council of Thieves as all Bards, with different archetypes to spread the bonuses around.
Our DM shot that down for some reason, but we're still going to try and all be part of a band or something. Just have to convince a couple people to still do that. Now how to talk my Fighter buddy to put one of his three skill points into Perform.


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the David wrote:
I want one like this.

This is more of what I was expecting.


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SilvercatMoonpaw wrote:


You're hominids: totally different thing.

How about Homarids?


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Why don't you marry someone based on their personality and who they are as a person rather than what the look like?


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I'll get back to you in 18 months after my groups all-bard campaign is over.


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Bard X/ Paladin 3.
I was just a melee damage with a reach weapon but I wound up also being the party's tank and very survivable, thanks to self Lay on Hands (despite being a pittance), Smite's AC bonus, and amazing saves


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I want something Tome of Battle-ish.