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Please, for the love of god make a 1E version too. It's a campaign i run regularly with newer groups and it's always been in first edition.

I'd like to see you add in the opening from the video game as i found after converting it, it worked pretty well at giving the players a foothold into the AP and a rival right off the bat.

But once again, please make it for 1E, or both. I'd pay more, i don't mind


Hey Dudemeister,

Hope i'm not too late to get a reply :p Just finished reading through your suggested changes and i plan to implement them with some slight tweaks.

Question for you though, Towards the end of the attack on Hargulkas How do you suggest they play out the Talonquake attack and what about the smaller enraged owlbear?

I can't tell if i missed a post explaining what happens next or if i'm just not connecting the dots


I know this is a longshot but we've just started a local game of Kingmaker. I've already ran it online which worked fine with PDFs

but i always like to have the physical copies for local games. I know it's been out of print for awhile and it was quite a popular AP. People are selling the books on Ebay/Amazon for £90-100 a pop which is a fair bit out of my price range

Equally so, is there any hope for an anniversary edition like Runelords?


Mr.Nightray wrote:
In you guys opinion what does Resonance add to the game? I see it as another mechanic to track. I can't see it adding to the game. I respectfully disagree with its inclusion in the game. Now that being said. As an optional rule for low magic campaigns i think it would be amazing. Its not too obtrusive or technically challenging to implement. But if were going for a streamlined game, this function appears to me an un needed tracking mechanism. by itself it inst overbearing, but when added with everything else, I can't see where its adding to the game. But i intend on runing many playtests and lets see how folks feel about it.

To my understanding it was to counter the CLW problem Society and quite a few Homebrew games have/had

I'm still a bit eh on it, i like how it makes you invest in your magical items rather than just stacking tons of passives but at the same time i'm torn on it.

Tomorrow and next weekend will give me a better grasp and honestly i'll most likely to an update and add on any additional issues i had.


Belthazar wrote:


Seems like I missed a rules passage actually. Which changes how my last two games have gone. Apparently activating an item of any kind costs a point even if the item doesn’t have the invest tag. Which means scrolls are supposed to cost two points it seems. I’ve gone 180 in light of this revelation. I agree now, resonance needs some tweaks.

Ah, i was desperately trying to find confirmation for what you said, but that's a shame.

Since you get points based on your level it's not going to be AS bad at higher levels but the more magical items you gain the more you get taxed.

Bag of holding is one of my bigger gripes, 1RP to open, 1RP to close. 1RP to pull out an item and if that items a potion 1RP to drink, thats 4RP to use a stored item and considering most classes don't have CHA as a base stat... well, you're going to have a hard time during early game


Belthazar wrote:
So I want to point out that potions don’t cost resonance. Elixirs of life and Healing potions are two different items. Alchemists spend resonance to make elixirs but potions don’t have the investiture tag so they only require an interact action to use. Just wanted to clear up this misconception.

If thats the case this makes me feel much better about Resonance. From what i read and what i've seen i was under the idea that it costs a resonance point to use the potions effect.


Hey everyone,

First and foremost, i want to say i've yet to play second edition and this is just my initial thoughts. I'm DMing my first game tomorrow and playing next weekend so these thoughts are subject to change depending on my experience.

Secondly, I'd also like to praise paizo for the brave changes they've taken in 2E. I know theres a fair bit of negativity right now but i'd like to express how overall i think this a far better version of 5E and with some issue fixing with mechanics like Resonance i think it has great potential.

Okay, so my initial problem with Resonance isn't the mechanic itself, i like how they're trying to stop CLW Wand spamming. the problem i have is i feel they've gone a bit too heavy with resonance.

My main problems being early level Resonance points and Potions. I feel like if i'm already spending money on a potion i should be able to use it how i like and not be as limited to the point were it consumes one of my resonance points. This is especially punishing for alchemists whom already have to use Resonance for their actual class abilities.

I'd like to see how much of a difference 3+Cha+Level instead of 1+Cha+Level would make at a lower level, i'd love for adventuring not to become a 5 minute day.

Equally so, I also feel potions shouldn't use Resonance but if your adamant on this Paizo why not have them enhance the potion instead?

For example lets say a standard healing potion heals 1d6+CL but if you infuse it with 1 point of resonance the dice increases one step giving you 1D8+CL or even add an extra dice on so it's 2D6+CL. that way we can use weaker potions if we are out of resonance or expend one of our vital resonance pool points for a bigger heal.

You'd need to adjust pricing on potions a little bit to compensate for this but i think it would help with the resonance management, especially at a lower level.


@Bellaona,

Whoops! Damned phone haha

Correct link: https://docs.google.com/document/d/1jRqTj-aaYh5X_rqNV3Q7mLn1Bqv0oqpkeroRXH5 m0tg/edit?usp=sharing


After reading the AP and campaign traits i wanted to add an additional element in really anchor the PC's to sandpoint.

To do this I've written up an opening session which drops the PCs into sandpoint just before the'Late Unpleasantness'

The AP revolves around them living through the 3 tragic events before runelords kicks off, for the most part the PCs won't have much interaction with the events so it doesn't upset the actual timeline, they will however be able to form bonds with certain NPCs like Nualia and Ameiko.

Theres a few slight changes to the lore such as Ameiko leaving just after her mothers untimely demise and such but for the most part it stays faithful.

Google docs link: https://docs.google.com/document/d/1jRqTj-aaYh5X_rqN

In addition to this, i bet you're all wondering 'well what about the next 6 years..?'

Well instead of giving the PC's an entire level i came up with a nice reward system for finishing the Opening Session and finding a way to fill up that time.

The rewards are quite simple, they can choose to spend their six years doing something in sandpoint or going out on an adventure, the rewards for doing certain things are listed below

Joining the theater for 6 years - +1 Charisma point (caps at 18) and Profession Actor as a class skill

Joining the towns-guard: - +1 Strength point or +1 Dexterity point (caps at 18) and Knowledge local as a class skill

Study with BRODERT QUINK - +1 Intelligence/Wisdom point (caps at 18) + Knowledge History as a class skill

Continue work in the Rusty Dragon - +1 Constitution Point (caps at 18) + 300GP to starting gold

Set out Adventuring - Minor Magical Item worth X amount (DM digression)