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Scarab Sages

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As much as I like how Hero Lab sheets look when printed, I don't want to pay for the software AND have to pay for pathfinder support when I've bought all the books.

So, what is (in your opinion) the best free Character Builder/Generator/Creator?

Scarab Sages

Splode wrote:

There's nothing wrong with ending a campaign when you feel the story is through. It's better to end on a high and satisfied note than to drag on endlessly. There's nothing to be gained by becoming The Simpsons of tabletop campaigns.

** spoiler omitted **

If you feel like the main story is "done", then ending the campaign and doing something different with your playgroup is just fine. The campaign I ran went on for a little over a year, and we completed the main campaign arc with plenty of extras. The players had a great experience, and I told the story I wanted. There was no reason for us to go any longer.

Alright, I think I have a solid idea now. Thank you all for the words of wisdom! May your dice ever roll in your favor(s)

Scarab Sages

st00ji wrote:

in the campaign im currently running for example, the PCs are tryng to find an artifact they hope they will be able to use to end the threat of demon invasion once and for all.

my intention is for the campaign to end once they have found the artifact, but if they want to we could keep going and have them venture off into the lower planes to take the fight to the shadowy demon prince who is orchestrating the invasion of their homes.

after reading this I actually see how this might work, but could you clarify a bit?

Scarab Sages

st00ji wrote:

for me this is where your 'board strokes' campaign outline comes into play. once the PCs achieve their main goal or motivation, (or even a more minor one) you can stop and discuss what everyone wants to do. got some more loose ends to tie up? (that pesky NPC that they never quite managed to kill could turn into a whole new plot line) then keep playing.

otherwise, you can start fresh, have someone else GM, whatever.

i've been playing with the same group for years now in the same campaign world (our own version of forgotten realms) and old high level PCs sometimes have cameo appearances, quite a neat way to link things together and help the players feel more a part of the world - and proud of their previous achievements. we even had one story arc where our original group, who were created and retired under the 2nd edition rules, were bought out of retirement by a new party who had reached a similar level to fight off an epic threat. was great fun rebuilding our characters under 3.5 rules and playing two high level PCs each. we mixed the parties up and set them off to achieve different goals... anyway, i have gotten way off topic.

not every campaign needs to go to 20th level, if you get to 10th and have beaten back the orcs, reclaimed your ancestral castle or whatever you can stop, or if everyone is still having fun you can keep going. talk to your players about it :)

I'm worried that if I leave it too open ended that it'll feel like every session is an episode of Adventure Time written by Penny Arcade (which would actually be kinda fun to watch). Our past campaigns have always had a "campaign end quest" that the characters traveled across the land, trying to prevent the doom days events from even happening, yet the BBEG always manages to win until the very end where the characters ultimately vanquish the BBEG and save the world.

Scarab Sages

Alright this is helping a lot. I really appreciate all the help I've been given.

One last question: at what point do you wrap up a campaign? I don't plan on this campaign lasting for years (but I wouldn't mind it if it does). But if it needs to be drawn to an end, what should I look for to know when I need to wrap it up?

Scarab Sages

I'm building on a world that we've used in past campaigns so the world is set up.

Should I avoid planning out the ending of the campaign?

Scarab Sages

Splode wrote:

Do you have an overall vision for your campaign? Most GM's can make the mistake of planning things too rigidly (railroading) or planning things too loosely (aimless sandbox). You should have a vision that works in broad strokes that gives plenty of wiggle room, not only for players to approach the narrative in a variety of ways (or not approach it at all), but also for you to improvise if your players do something unexpected.

As for individual scenarios, it depends on where you are in the campaign and how familiar the players are with the world/characters/etc.

If you're just starting out, I recommend a session or two of fun low-stakes adventuring and roleplaying in order for players to get comfortable with roleplaying their characters and for you to do some worldbuilding through various details that the PCs encounter.

Whatever you do, don't give them unsolicited "infodump". Many GM's start their homebrew adventure with a long tirade about their world's history. Don't do that. Let the players learn about your world in "pieces" obtained via observation or Knowledge skill checks.

Other than that, what your players will consider "fun" depends on their play style. What do you know of them so far?

Two of them have been a part of my gaming group for about 7 years and the other is new to me but has played with the other two and one of them is my fiance who has never played table top before so this will be new for her. The two veterans are both wild cards though one of them leans towards melee inclined characters and the other usual is a healer or stealth based. The new veteran (paradoxically speaking) almost religiously plays arcane characters, specifically sorcerers. My fiance will be a very wild card.

Scarab Sages

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I could really use any good tips for making each session my players and I have be fun, relatively open ended, but not too open ended that side quests prevent the story from moving forward.

I've never been very good at making my campaign worlds feel alive. So how do you set up each scenario for your homebrew campaigns?

Scarab Sages

wow, quite a bit of debate here.

In answer to the question of "Why do you want a Rogue?" and "What do you hope to get out of it?" I've never played a rogue, so I'm looking for new horizons and concepts to play with.

What book is the Archaeologist in? I just got an amazing idea from the name (no, not indiana jones)

Scarab Sages

Lamontius wrote:

In terms of advice, it would be easier to give you suggestions, OP, if you decide on a concept you'd like to implement and take a crack at building it.

At the moment, suggesting a gear load out is pretty subjective without a general idea of the build, level requirement, wealth level, etc.

wow... I got ahead of myself >_< I forgot to conceptualize the character first...

Scarab Sages

El Baron de los Banditos wrote:

There is not a web-friendly version of the site. I believe it's been mentioned somewhere that it's on the tech team's to-do list, but pretty low on the priority. Expected, seeing as they have all that Gamespace stuff to get done and running.

There is a Wayfinder app on Android for play-by-posts on the Paizo site, but nothing more than that.

Wayfinder 0.o, thats news to me

Scarab Sages

Nix Tharel wrote:

I also frequently use my iPhone to read the forums without a problem.

Making posts is a bit more difficult, due to the large text entry width compared to what is visible on the screen. (If I can easily read the text, I can't see more than about 40% of the line.)

same here, there are forum apps for smart phones, but I don't know if any work with this forum in particular

Scarab Sages

Lincoln Hills wrote:
Wisdom is a popular choice with some (relying on your class skill bonus to offset the drop to Perception and Sense Motive), since almost all the other abilities are drawn on to some degree. Strength is probably second-most-common, but a rogue who can't carry any swag isn't as much fun. ;)

alright. Next question, what is a good starting equipment set up?

Scarab Sages

Marc Radle wrote:
I also post from my iPhone all the time using the normal web based forums and don't experience any problems. My apologies, but I'm not sure I quite understand what you are asking ...

Im not having any trouble posting, its just clunky to do so.

Scarab Sages

Lincoln Hills wrote:

Remember your character's role. Charging (unless you're a Scout archetype and somebody else is already drawing fire) is out. Do what you can to avoid fair fights at all costs. Watch for any opening that your teammates create and exploit them (delaying or readying can help with this); foes who are blinded or stunned (or similar conditions) have big ol' targets painted on them in RogueVision...

And brace yourself for some snark. Certain folks on the boards like to say (over and over) that the rogue has weak mechanics. It's like you've come to a Weight Watcher's meeting for tips on how to cook with lard. ;)

joy, I love those "Lets ask Weight Watcher's how to cook lard" moments.

so, what should be my dump stat be?

Scarab Sages

unless the made it mobile web friendly, it was kinda annoying to use the message board from my phone. i know there are forum apps for smart phones, but i dont know if any are compatible with paizo's message board

Scarab Sages

i'm not always able to be at a computer, but I want to keep my posts up to date. I always have my android on me, so any chance this can/could be accomplished?

Scarab Sages

so i've been playing rpgs since middle school (im 22 goin on 23 in october)and I have never played a rogue *insert shock and awe, with one or two gasps*. Im looking for advice for playing a pathfinder rogue. anything from "avoid taking this rogue trick" or "this feat will benifet you from the moment you take it" and anything in between.