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Wrothgar's page
13 posts. Alias of N R.
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Not exactly the most powerful wish; however, in one of my games, two of my players were offered a wish each by a powerful good-aligned ghost. My players apparently did not take the word "wish" to mean "as the spell." The dwarf fighter had recently lost his beard (due to being unconscious in a bar earlier, and a thug deciding to remove it to humiliate him). Additionally, the pair was headed to the house of the local magistrate (approximately a 20 minute walk). Before I can say anything, the human wizard proudly proclaims: "I wish for the dwarf's beard to grow back." Before I can stop him, the dwarf fighter player says "I wish we were at the magistrate's house."
Yep, two wishes blown. One to grow a beard, and one to teleport a 20 minute walk.
I agree with Maezer. Also, it seems that the two diagrams differ. I assume this was intentional?
Ok, thank you for the description. This helps a lot. I think that in this case, what you are suggesting would be fine. The purpose of the encounter is to get the PCs to another plane to further the story line. As long as the players understand (out of game) that this is a plot device, it should be acceptable.
One thing I have found to work is to make the pit (in this case) some kind of powerful magic, perhaps now lost to users of arcane/divine power. If the players are expecting something like this before the encounter, they will not resent it. Since the magic is inaccessible to both the PCs and NPCs, they will not feel that they are being treated unfairly.
In that case, it sounds fine to me; however, it might be easier to tell with more specifics. The main thing is that changes you make should make the game more fun, and the players should perceive it that way. Also, the changes should not seem arbitrary. For example, if you realize your BBEG is losing the fight against the PCs too easily, and decide to arbitrarily increase the damage from his fireball from 6d6 to 10d6, that might cause the players to feel that you were abusing your power. Of course, this depends on your players as well. Some players are much more sensitive than others, and will be offended by even minor adjustments of the rules, while others will not be so easily upset.
Does that help?
I have just purchased Pathfinder, after playing 3.5 for about 6 years. I intend to allow 3.5 items/spells etc. in my games after clearing them.
Hard to say. I await their response!
From the PRD:
"If something interrupts your concentration while you're casting, you must make a concentration check or lose the spell."
-http://paizo.com/pathfinderRPG/prd/magic.html#_concentration
Otherwise, I agree with Lathiira and Kazaan.
From the swim skill:
"If you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to twice your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round."
To me, this implies that as long as you are conscious, you do not sink; however one could easily rule that for each successive failure while underwater, one sinks further below the surface. Personally, I think 5 feet for each consecutive failed check would be reasonable.
I vote for metamagic extend. This should give the largest benefit based on your spells; summon monster would be improved as an attach spell, and your utility spells would also be better. Of course, if you are looking to improve your attack prowess, another choice might be better.
blackbloodtroll: good luck on your first game with your girlfriend!
Also, as to blackbloodtroll's question, we are both over 18 years of age, so a Dora the Explorer campaign may not be fun for her! Also, I am not really looking to run a campaign, only one game for her. If she likes it, we can play occasionally; if she doesn't like it, I won't subject her to it again.
Thanks again for everyone's posts.
Also, what level do you think would be appropriate? I was thinking level 2 or 3, since I believe that I will start with a one-on-one game, as this will make her more comfortable.

Hey, everyone, thanks for your responses!
So what we have so far is:
1. Pick a class that avoids complicated spells and/or game rules.
2. Invite other people (I agree with this, but she is a bit nervous about it; however, Tholomyes suggests having a one-on-one session).
3. Find people who are understanding/also new (this is not a problem, one of my friends is new to the game, but very enthusiastic, and so are the other people I play with).
4. Use the beginner box (I don't have this, unfortunately).
5. uriel222 also suggests making sure that a skill check does not prevent the mystery from being solved, which is wise advice.
6. Gnomezrule suggests avoiding inside jokes; this is something common at most games, but is something I did not really think of.
7. Tholomyes suggests encouraging her to focus on what is happening in the game, instead of the numbers on the character sheet.
8. Tholomyes also suggests starting with a simpler system (unfortunately, I only have Traveller, 3.5/3e, Pathfinder, Lord of the Rings RPG, and Star Wars Saga). I am most familiar with d20 system.

Hello, I am looking to introduce my girlfriend to Pathfinder. She has never played an RPG before, and is curious, but also a bit anxious about it. I will be GMing the game, and would like some thoughts on what kind of adventure to run.
I want to do something that will be light on combat, since combat can be a bit confusing for new players. I would also like to have some kind of "mystery" to solve, but I am aware that this might need to be relatively simple, since even experienced players sometimes become frustrated when there is too much they need to figure out. I myself am new to Pathfinder, but have years of experience with v.3.5.
If anyone has adventure ideas, or class recommendations for new players, that would be great! Also, I am wondering whether to invite other players, or have a one-on-one session; she is concerned that she won't "be good" at playing. I have explained that that is not a problem, and the people I play with are very understanding.
In summary:
1. Game ideas?
2. Class suggestions?
3. Is it better to have a one-on-one game or invite a few more experienced players?
Thanks in advance.
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