ok back of the book(299):
Could we just have one rounding rule for everything? It is odd to look up rounding in the index and then find a bunch of things that don't follow the explanation. I understand the rounding rule is basically saying "unless otherwise noted round down" but it's much easier to remember "always round down"
I would really like to see the number of different possible modifiers condensed into a basic array like +2/+4/+8 (and-2/-4/-8) and that's it. no +1 here +5 there, +3? why not! As someone who left PF1 because the number of modifiers was bewildering and annoying to keep track of as a GM (and for teaching new players), I'd like to be able just have a baseline idea of where the modifiers could be rather than a seemingly arbitrary number for everything. This helps a lot with GM adjudication situations, I would know -2 is a minor hindrance and -8 is a big problem. I know it sounds like I am clamoring for advantage/disadvantage, but while I do appreciate the simplicity, it is often a cudgel where one isn't needed.
Let's be real, the d20 die roll matters more than anything, stop with the +1s!!!! :-)
Pol Mordreth wrote:
I'd rather see bigger maps. I need maps I can extract and that I can blow up and print out...when there are 6 tiny maps on a page it makes them impossible to manipulate. It's a digital world now and more emphasis should be made to cater to it.
If this cost space for fiction, I'd be all for sacrificing it.
Tony Steel wrote:
This was too funny. The party just hit the island last night and they are pretty beat up. I may cut and past your FB chat to show them that they are not alone.
Yeah morale was still low at the beginning of the next session, so I let them level up after the next fight (eel). Unfortunately, one of the PCs (Grogg) was killed then. I let them get their spells and hp back after the level (some divine intervention) and so they were a little more upbeat entering the cove. Unfortunately another PC (who wasn't in this chat) didn't make it out...it's rough out there for would-be pirates!
Heavy Armor (or any armor above leather) just has the armor check penalty, applies to swim, climb, etc.
And as Bad Sintax mentioned, having a PC get bull rushed overboard (maybe a NPC as an example) is a good demonstration of why it's dangerous. Then again if the PCs have really good swim checks...more power to them.
The easiest swim check is DC 10, with chain mail you are looking at DC 15 (really it is -5 to the roll but same thing). Pretty tough for a low level character.
I would like to add my voice and say, I'm perfectly capable of deciding how to implement the rules in my game and work with the people I play with. Paizo rules clarifications are nice, but not necessary for a pen and paper role playing game.
Paizo, you do a great job and there will always be problems or misunderstandings in a complicated rule system. I will never lose any sleep over monks. :)
No, the only one that has an associated flip-mat is the opening encounters of Rise of the Runelords.
Actually that is not true, Skull and Shackles also has a flip mat (pirate ship) and map pack (ship's cabin) associated with the first book. I believe that is the first AP they started the tie-ins.
During character creation, I would mention some form of social skill (diplomacy, bluff, intimidate) is a good idea (some players may still want to play an oaf, that is fine)
My players did ask me on occasion who "is on our side" and I would let them know who is friendly, but I didn't keep them updated real time or anything.
There will always be a balance of mechanics and roleplaying to handle, I would just see how it goes with your group and adjust as necessary. Start with hints and if that doesn't work, feel free to flat out tell them.
I did it similar as mearrin69, hinted through NPCs that making friends is important, but if the PCs don't get it right away, you can probably outright tell them. I usually like to gauge PCs reactions to situations, then based on that I will react. It may be hard on the PCs at first since players often expect to be #1 from the start, so lots of hinting may be necessary that they will need to bide their time. I would say don't be afraid to beat a few unconscious if they act out of line (not to death!), it is one way for them to understand that people are tougher than they can handle at the beginning.
Someone on the board made an excellent excel sheet which helps track the NPCs attitudes, if you use a computer at the table.
I also made some google docs with pictures of the crew (from the paper minis) with their names and a short description for the players to look at before game. Unfortunately, can't share it because the images are not mine.
Crafting is considered part of the normal game (outside of PFS) so it should not have an adverse effect. They still gotta pay for the crafting costs (probably from selling the normal loot@50%) so it should not tip the scales. It would also depend how much downtime you give them to do the actual crafting.
To be honest, most of the loot in APs is pretty stale, so there will definitely be things they will want to buy or craft themselves. For example, if there are small characters (halflings etc.) in your campaign, after the first book, they won't find much that fits.
Sad to report two deaths in one night during my game
Name of PC: Grogg
Name of PC: Beaks
Yeah no offense OP, but I think you mis-played this one.
-Does true strike even work with hydraulic push? True strike is attack rolls and H push is a CMB check
-As mentioned, the cabin girl checks the food for poison
-Even if the officers got pushed off the boat, it is only a DC 10 Climb check to get back on
The NPCs are just out of league for lvl 2 PCs, they should have absolutely no problem dealing with the PCs, even if they rolled 10 1s in a row.
You can put Bonewrack isle anywhere you want, so they could wash up there at some point to continue the main story. You will probably need a real boat of some sort to arrive/get stranded near there so the PCs can get an actual ship. You could even make the Infernus (the Chelish wreck) salvageable.
Reading through Riptide cove, I noticed a few "inconsistencies"
Interrogation: Grindylows only speak aquan, so probably difficult for them to interrogate anybody
Seaweed: As photosynthetic organisms, it doesn't make much sense for seaweed to be growing in what I am understanding to be lightless caverns. This would mean no snag traps.
Easy enough to fix, but just pointing it out.
I considered the time limit a bluff, so if the PCs don't go back in time, Plugg will send another party (consisting of his supporters) with the other boat. If it happens I'll probably let the PCs find out about the plot to kill them when they return by interrogating them.
Right now my group has spent 1 day on Bonewrack and haven't found the water yet.
Below is a FB chatlog after our most recent Friday night game that I GM. I thought it was a nice illustration of PC thinking and thought I would share. I changed the names to the names of the characters, to protect the innocent of course. Not edited so excuse the grammar and typos if necessary.
The session ended with half the PCs on the coconut crab beach waiting for the other half to come by in the rowboat. Just as the rowboat team was approaching shore, they spotted 4 grindylows (I described them as squid goblins, i realize now it should have been octopus goblins) approaching quickly in the water...
I made some comments in ITALICS
It is a Gray Maiden
Originally from: Curse of the Crimson Throne AP
According to the druid entry for wild empathy, wild animals start as unfriendly default, so I would set the swarm as the same.
For the night, I would probably just make the mosquitoes not attack the wasp whisperer character, but you could go either way and let him repel all night (of course, he wouldn't get any rest...)
eric simrose wrote:
I was looking at the Grindylow Tangling Tentacles (Ex) ability and i was wondering is it even possible to be tripped while swimming and what happens if you trip a swimming PC.
From the Wormwood Mutiny GM thread:
Rob McCreary wrote:
If you use a computer while running, there is a spread sheet floating around that is extremely useful for keeping track of the crew, PC jobs, etc.
1) The drinking rules are REALLY bad. I would gloss over them or look at the board for different suggestions.
2) I could tell by around Day 11 my players were getting sick of life on the Wormwood, so I compressed the last week into a few days. So, I would say don't be afraid to adjust on the fly depending on the temperament of your players. I'm not very familiar with Serpent's Skull, but the players are basically stuck on the pirate ship for a good majority of the first book. Their egos will be bruised, but hopefully they can see the light at the end of the tunnel.
3) Social skills are awesome in this AP and especially in the first book, let your players know that CHA is a bad choice for that dump stat this time around :) Personally, I really enjoyed the social emphasis in the first book, very rare for a low lvl adventure.
1) Maybe give them a chance to move some skills or stats around? I gave my players a heads up that diplomacy, intimidate, etc. would be important off the bat. I have 6 players and about half ended up with stronger social skills. The book should probably suggest that GM's emphasize the social aspect.
2) I'd give them the lashes. Capt. Harrigan needs bodies, so he won't be happy about the beatings, even if the PCs were ambushed (which of course they can't prove and Scourge wouldn't admit he sent the NPCs). Were the PCs also late because of the ambush? I always leave left over lashes for PCs if they fall unconscious. This might be a lesson for them to be a little more sly about causing trouble. The Wormwood is basically a big ego beat down for the PCs until they get some hope later on. It is also a way to introduce Sandara as she can heal unconscious PCs.
Personally, using fictional sources for a fictional game seems just fine to me. You won't find the AP in the nonfiction section of the library.
Thanks for the heads up, I appreciate all the effort!
Considering that the races from Bestiary 2 are already balanced against the core races, as well as already being a part of the Pathfinder rules, I would suggest a simple plug-in. If someone wants to play one of the genasi races, just inform them of the replacement. Simple as that.
Aren't they a little more powerful than a core race? Same as tiefling/aasimar.
But they are the closest things in PF. Also, the Advanced Race Guide hits the shelves soon, probably plenty of info in their to tweak the elemental races or make your own.
Played in a playtest game last night (used Caves of Chaos as a test run module), my thoughts as a player:
I liked that BAB got eliminated. I think every class will be much more relevant in combat, though I am interested to see how they make Fighters stand out (min. dmg is one way).
I like the elimination of AoO and the flexibility to play a "no tactical map" style (it could be argued that this can be done in any RPG, but they have considered it from the get-go).
I never played 4E and have no desire to, but this has definitely peaked my interest for the next edition. It feels like they are heading in a rules lite/flexible direction which I am definitely interested in.
This just in, sometimes you have to change things to suit your style (gasp).