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I know this might be strange, but I'm looking for Pathfinder module recommendations for my group that will be ran using the Genesys system. 

A little backstory: my group just recently finished a Pathfinder AP (Rise of the Runelords) and some of the players that were newer to Pathfinder were miserable and hated it. Now my group is thinking of running another Pathfinder AP, but wants to convert it to the Genesys system. Before we do that, however, I would like to do a test run of sorts by taking a few Pathfinder one-shots or a module that we can test out how the conversions would play and feel in the Genesys system while simultaneously allowing us to work out some of the bugs in our conversions.

This is 100% an experiment for us that may or may not work out the way we'd like, but we're pretty set on giving it a shot at least. Does anyone have any recommendations for some modules or one-shots that would be good for us to use for our experiment?


One of my players is playing a caster cleric focusing on support and damage in a group that already has some insane damage potential. He does a good job of getting the necessary buffs, debuffs, heals, and control spells out when they're needed. He also does a good job of getting in his share of damage. As a party, we all think he's doing a great job. However, he seems to disagree.

There are 3 main problems as far as I can tell:
1. The party's damage output is on a level that it can wipe out waves of minions within a round or 2, and mini bosses within 3-5 rounds. Granted, some dice rolls need to be a little better than the norm, but its not terrible odds that it happens. So by the time Cleric gets done with his 1st round, theres not really much left to do. The NPC's AI's are also getting smarter as well. They are beginning to be more tactical and making it harder for us to engage them while they try to fight us.

2. On the other hand, we're getting into the levels where enemies are going to have good saves and are going to be harder to hit. Most recently we've fought against a few enemies with evasion, some spellcasters with good will saves, and all of them have been giants with good fort saves. When he does finally get a chance to throw out an offensive spell our enemies have been making a lot of their saves.

3. This brings me to the 3rd problem: Dice. Our GM's dice have been rolling hot fire since almost day 1. He's even been rolling them in front of us so that we can see them. Our dice on the other hand have been fickle. Our Archer and blaster mage can confirm 5 total crits in 1 round to kill a dragon, but our tank can't roll above a 10. I know theres not really much we can do here, but it really hurts morale when the bad guys make most of their saves and only a few players are really getting the glory.

What can we do so that Cleric doesn't feel like he's been sidelined?

P.s I'm a player as well. Not the GM