Zayifid

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I have also always allowed divine casters to use shields without penalty, just not a big deal to me.


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It is pretty disheartening to see the creative director basically stick his fingers in his ears and say "lalala it's the gms fault not ours" every high level adventure 12+ needs massive tinkering to not completely fall apart from my experience. this is from someone who has been running D20 system since it came out, you have to try hard to NOT break the system.

It could SOMETIMES be a case of inexperienced or bad DM's but not acknowledging the glut of terrible problems high level play has and addressing them in the adventure design (make the battles harder) seems to give off a "I don't give a crap people will buy this stuff regardless" kind of attitude.

"There are no problems everything is going according to plan"

*SIGH*

I love the adventure paths (greatest rpg idea ever) but there is big room for improvement in the back halves of these paths, not even seeing a problem is really disheartening.


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Should never have ran this in the first place, with half your party missing of course it was going to be near impossible to win. Sorry to be blunt but this seems like common sense to me.


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Splitting up the group in DnD works about as well as it does in horror movies I see :P


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I would love to basically see Night Below made into an adventure path. I would do an underdark AP for sure.