Sunlord Thalachos

Qralloq's page

7 posts. Alias of Cochrane.


It's a cool idea, particularly the goblin aspect. In many cultures, gods were simply ascended mortal heroes/villains and not omnipotent omniscient, which is kind of what Q is more like, but if you can tone it down you may be able to retain that "agency" aspect. I've personally been subverted by over zealous DMs and their in-game god egos and really I just stopped showing up. If I wanted all my actions to be irrelevant, I'd read a book.

But, if the players can subvert the Q, then there you go. In fact, pulling one over the immortal could be very rewarding. Just make sure that the immortal doesn't always win, or always see through the players schemes.

Check out Faiths and Pantheons, or Dieties and Demigods from the previous D&D systems for an idea on how powerful the top dogs are.

And for your players sake, make all of the immortals actions game-mechanic explainable, even if you don't explain the mechanics to your players.

I have friend who really wanted to play or run a GoT campaign, but I think that he got boggled down in the details.

I'd allow non-flashy magic items. The hereditary sword of House Stark for example, could have an enhancement bonus or be Keen or some such. There probably aren't many brilliant energy weapons, though. There could be all kinds of magic items lying around from yesteryear, just not recognized as such as they don't "shine" and no one believes or detects magic.

Also, there very clearly is tons of magic. It is simply elusive and all but forgotten in Westeros, perhaps explained by some kind of historical witch hunt like magic purge, or by long term Targaryen controlling of magics through force and theft. There could be some extremely secretive force not yet revealed in the SOIaF that is actively suppressing magical knowledges. That leaves magic only in the hands of powerful but secretive factions. Any character with these backgrounds would have appropriate magical training, but with an associated amount of fetters/taboos on revealing these secrets in any obvious way, undoubtedly on pain of death.

All of this is extremely playable in an RPG, just not in a stereotypical D&D fashion of a band of motley adventurers with little in common beyond the Players who made them.

The down side of converting to PF is that D&D in all of its forms is extremely overpowered by levels. Kinda like World of Warcraft... It is impossible for a peon to one shot a high level toon, probably even with a coup de grace action, but that seems not even possible, but likely in ASOIaF.

I've DM'd probably 75%+ over the past 20 years, and have run 6 or 7 campaigns spanning more than a year, in a variety of settings and systems. In that time, I have only played as a player in one or two campaigns that lasted more than a half dozen play sessions before the GM got burnt out. Recently, I've had the privilege of seeing my players become comfortable enough to want to run their own games (D&D home brew, and now Oriental Adventures) with our group and have relinquished the throne, but I'm already planning my next campaign (Changeling:The Lost).

I prefer to play with an awesome GM (which only happened once ever) but prefer to GM rather than play with an otherwise adequate GM. The best part for me is the control over the tone, like keeping the action light-hearted in a Feng Shui superheroes campaign, or dark and gritty and horroific in Supernatural, or world building and inevitably apocalyptic in my home brew D&D settings.

As mplindustries, I'm a wing it kinda GM, making up the content on the fly to fit my story thread, rather than anguishing over details in endless prep time. For me, the story is entirely about the characters, the plots and subplots, and the sporadic "reveals" as the characters uncover some gamechanging bits of lore/secrets/mysteries, and so sweating the stat blocks along the way isn't a rewarding use of my time.

This was covered in the 3.5 DMG if you're looking for balance, under the heading unusual cohorts (page199). The mechanic was that a character could attract a creature to use as their cohort under the Leadership feat. The Pathfinder mod would be to limit the cohort to a CR equal to the character level less 2, rather than ECL -2.

Your feat thus duplicates the Leadership feat, but is available at a lower level. It provides additional benefits (ie the Handle Animal checks, etc.) but perhaps that is offset by not getting the followers that Leadership would get.

So all in all, it seems good, but perhaps a level 7 pre-req might be more inline with other canon feats.

Add away, I'm happy to contribute.

I was going to request one from you Zerzix, but thought that I'd pitch in and try one myself. I tried to format as per your model, but had some challenges with google docs, so feel free to mess with it.

Rakshasa, Ak'chazar (from MM3): ==> link

I have been running the original module for my players, converting it on the fly, which is okay but a bit choppy. I can't see the original post which presumedly has the link to Demonslye's reportedly awesome conversion. Has it been removed? If so, can someone repost it?