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Starting a new Friday bi-weekly group at the FLGS for the store owner and a couple of friends. We’ll be playing an AP. I sent them 6 possibilities to discuss and decide between. I think we’ll make the decision tonight and I’ll get to preparing things.

I’m currently trying a GURPS Lost Lands/ Absythor/Barakus mash-up for my weekly group. If the GURPS piece crashes I’ll move that campaign to PF1 as well.


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Looking to start something new. I’ve been running a lot of non-pf1 the last couple of years and am looking to start a new PF1 game. I’m looking at possibilities right now.

Society home game
WotR
Something from Frog God

I just can’t decided. My longest running games have all been PF1 and I’d to sustain something long term for a while instead of game hopping.

I’m open to suggestions


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I'm giving PF2 another shot as well. I've run it 1-5 once before and found it to be stifling in some respects. This time I'm trying very hard to not compare it to other things and get a feel for it as it's own, very different thing.

We are two sessions in to a conversion of the Lost Mines of Phandelver.
I wanted something pretty simple and classic D&D style and I don't find anything in the current PF2 native lineup that meets that description.

I've though posting a thread somewhere with our experiences but don't if would be of interest to anyone else.


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Gloom wrote:


The issues that I've seen is that a Bomber alchemist can really burn through all of their prepared bombs in the day and then they're resolved back to shooting a crossbow. Which is what they tried to get away from in the first place.

This is my observation as well. The bomb burn rate on the alchemist in my game very fast. He gets through about 2 encounters and it’s back to his sling.

I think the alchemist as a class requires the GM to bake in some down time so they can build a stash of bombs.

This far the acid bombs with persistent damage have certainly been the most effective. For reference the PCs in my game are about 25% of through third level. In the Battlemarket/howl of the carrion Kong/ legacy of fire.


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Any chance Dreamscarred Press is going to support PF2 with a psionics system? I really like what they have done for PF1.


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Doomsday Dawn - Lost Start Feedback

I ran the Lost Star today and thought I would report on it. Ran for six players, and the only change was to the encounter sized. I increased the number of mobs based on the published encounter rating (trivial, hard, extreme, severe). I also increased the size size of some of the rooms due to the number of characters.

How long did it take to play this past of the Doomsday Dawn:
Actual play time was 5 hours.

How long did it take to prepare this part of the adventure?
I spent about 4-6 hours of prep time. This included looking up and working through how Hazards and Poisons worked as I reviewed the creatures.

How many Hero points?
Everyone started with a single Hero point. None were used.

How many times was a character reduced to 0 hit points?
None

How many player character were killed?
None

Now on to my specific thoughts.
In general we enjoye character creation. Everyone's character felt mechanically different and unique. This is important to us. We have experience other game systems, particulary Savage Worlds, where that isn't the case.
The party consisted of the following:
Dwarf Fighter
Human Wizard
Human Cleric
Human Bard
Half-Elf Ranger
Gnome Rogue

The only complaint I heard at this stage concerned Ancestry Feats. The Half-Elf player didn't really feel like the Half-Elf Ancestry feat was really worth it. All the players felt like adding additional heritage based abilities as the characters went up in level was going to feel weird. You mean, all of a sudden I remember how to use my racial weapons? Neat. Where was that at 1st level? That kind of feeling suspends immersion to some extent. My players are particularly gamey, we play a lot of table top wargames and tend to approach D&D the same way so if it bothers them about their characters like that I take note.

Other thoughts

(1) We had a good time. The new mechanics were easy to grasp and within an hour or so we had a good handle on them. There were a couple of little issues we had to look up, nuance things but generally it went very well and we had fun.

(2) We really liked the unseen/seek/sensed mechanics. I intentionally made the sure the Quasits went invisible to make sure we got to see this in action. As the GM i enjoyed having a systemic way to handle it. My players enjoyed the 'Game inside a Game' aspect.

(3) My players were never really in any danger of dying. We had criticals happen on both sides of the fights. My players expressed frustration that a goblin had a better chance to hit than they did, but it's something we dealt with. Critical Fumbles should do something other than miss. My suggestion is that a critical fumble attacked causes the weapon to be 'unreadied'.

(4) My Rogue was surprised at needing multiple successes to open some of the doors and thought the DCs were a little high. I tend to agree. Need three success against a DC20 when his bonus was +5 was a little off from a game play situation. I basically decided that since there was no consequence for failure if he burned enough time he'd get there and ruled it took 5 minutes of in-game time. This is in reference to the door at the southern end of the pool room. I was a big fan of 4e's Skill Challenge system and will port it over if we continue with this. In my view it's simply a better way to handle it. Basically having to sit and roll dice until a 15 comes up three times can be time consuming and a real drag on the table.

(5) We all like the three-action system economy and the way spellcasting works as well.

(6) Cantrips. Yep they work

(7) Bard. He worked too

(8) No one but the fighter took a blunt weapon so they went to using the flats of the blades when fighting the skeleton. Ruled it improvised at -2 and moved on.

Due to the map and information from Talga they dodged the Ooze, the Mindfog Fungus, and the Giant Centipedes. The statue caught them. I feel like that trap is something of a Gotcha! moment.


I'm prepping 'Lost Star' to run on Sunday for 5 or person party. The first thing I always do when I prep something is dump the difficulties, creatures, XP, and encounter budgets into a spreadsheet so I can see the whole thing at a glance. 'Lost Star' breaks down into:

1 Trivial Encounter
1 Low Encounter
3 High Encounters
3 Severe Encounters
1 Complex Hazrd
3 Simple Hazards

862 total experience points

It's no wonder we are seeing reports of TPK and difficult situations, the dungeon is designed to push the difficulty.

Do I have this correct?


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Scripps wrote:

Hey boards:

I recently accepted a new position in central Texas -- New Braunfels to be precise -- and I'll be moving soon. Have a great group here outside Dallas and we're going to try to keep playing via Skype, but was wondering if there's anybody from the boards down that way.

I'm in Austin.