Greetings friends, I have been DM'ing P2 since launch and we love the P2 system. I have players who play both 5E and P2 regularly and my feedback has been that the players love the P2 system over the 5E. They stated that 5E is perhaps more accessible to newer players both in sheer number of GM's and games available but overall the fun and depth of P2 is better. Now the same players started the first AP Age of Ashes, I ran that to about AP 3 and we got frustrated due to what I would call a poor story to proceed further. The AoA story was in my opinion weak and at 11th level the players wanted to re-roll and try the Gauntlight mega dungeon. They love it! I mean they bother me and ask, are we playing this week! Kudos on Paizo for this AP, while some if not most of the better DM's probably don't like a linear dungeon crawl, I love it. I am not a good role play DM, more the kick in the door and kill everyone type. The players are also from early 1rst and 2nd edition D&D and they also love this return to a classic trope. The players are now in Hands of the Devil and things are running just fine. I wanted to ask if anyone knows of an AP or Pathfinder 2E module that can continue the underground/dungeon theme post 12th level? The players will likely head to Absalom from Otari, but they expressed a desire to continue the campaign 'down below'. I was thinking of continuing the darklands adventuring via level 9's access points and was curious if there are any AP's either stand alone or one where I can pick up and keep going on to 20th. Thanks again Paizo on the Ruins of Gauntlight series!
I am running this module and added some of the encounters in troubles in Otari. This extra exp has allowed the party to level up slightly faster to to lvl 2 and they have not encountered Mr Beak yet. On a side note I did create random encounters for lvls 1-2, 3-4, and 5-6, along with exp and variable loot. While P2 does not lend itself to random encounters it does help with some RP as now if they camp within the ruins, things can come 'wandering in'. This messes up the exp gain a bit but its not a big deal.
I treat Battle medicine exactly as treat wound but you can do it in combat with one action and it does not remove wounds. You paid a feat tax for it. Let the player have agency. To me it is simply a way to heal quickly in battle which works just like treat wounds along with crit success and failure.
Greetings, I wanted to see how folks are using and what they think of the beginner box set. My players are not new to the system and I just purchased the set so I can use the resources and the short adventure 'menace under otari'. In short, I love it. Well done Paizo. Clear cut, succinct and easy to digest for new folks. My Players are running Abomination vaults and this module along with troubles in Otari will all be made 'available' to the players as various missions/quests/requests from folks in town. This will obviously change the exp and expected lvl for some encounters but that can be adjusted. Thanks Paizo!
Queaux wrote:
I like this answer a lot. I think using the standard sturdy shield and just allowing a tower variant would suffice. The Tower is already penalized by its bulk value. Thank you again.
Again thank you all for the replies. Seems there is no 'hard rule' on having a concoction which does both Holy water and Holy oil properties.
My friend is old school and is using old 1rst and 2nd edition tricks we thought up in the 80's. The flour would work so I would rule they would at least be concealed if not hidden.
I am likely going to start the campaign with some of the missions/quests from the module 'troubles in Otari' and have the players get started there interacting with folks in Otari. I will also likely use Steelwinds 'festival pie' event as a lead off. Depending on how things go, if the players reach 2nd level, I may just fire up the lighthouse and that would be a definite 'hook' to get them to go investigate the area and discover the locations below. So much of Otari is well fleshed out in both the Troubles and beginner box its a shame not to utilize it. Thanks for this thread!
Steel_Wind wrote:
Steelwind, I am not up to date on the lore or Paizo's modules. What is AV1 which you are referring to?
Greetings and Merry Christmas! I am starting a new campaign and the players are hashing out who plays what. I have only a couple of requests. Everyone must be good aligned. I want a written background and a goal. We just finished AP2 of the Ashes campaign and wanted to try something less linear and more free form. I suggested a Lawful Good Orc Cleric and I was immediately told that can never be played.
I thought it would be a marvelous role play character with the story almost writing itself. How did he become LG? Was he ostracized? How did he get here? My players feel that the alignment LG can NEVER be played and is never played as written. My players expressly indicated that a Rogue may NEVER EVER be LG. That his profession by his nature precludes him from such ethics/alignment. I would like the community to post what the rules say (about Lawful Good) and what can be allowed and how you would play a LG Cleric or Champion/Pally. Can such a player have a (good aligned) rogue in the party? Thanks for reading through. All these years with my Best Friend gaming and this 'discussion' is the hot one.
Thank you for the reply. I've been a long time player of 1rst ed and I completely missed out on kingmaker. Seriously I've been playing since the 70's and somehow never found the Kingmaker series back in 2010. Not this time around. Now I keep tabs on new stuff and hope to get the 'new' Kingmaker if/when it arrives.
I am not familiar with the details or setting of Kingmaker. My group has been plodding along in the Ashes campaign and I am frustrated with how little hook there is to get the group interested in 'going thru a portal' The 3rd AP leaves very little reason for the party to investigate the dreamgate...my bias aside....> We are considering starting a new campaign and a player suggested if i was going to do a more free form campaign to use the Kingmaker setting How different is this setting from the one currently established for Pathfinder 2E Lost omens?
Ok we were playing that wrong. The Rogue was stating that he gets to apply his 2 xtra dice of precise on the initial strike as it states it is 'added' to the debilitation. Just to be clear nobody allows the rogue to apply the precise debilitation on the initial strike which also happens to be striking a flat footed foe. Thank you for that session I allowed the rogue to do this but wanted clarification.
My player took the feats to acquire Precise debilitations. Player has debilitation Strike Free action. He is 10th level and took Precise debilitation. Now the player sneak attacks a creature. He set up twin feint and the second attack is going to be a sneak attack if it his. Will debilitating strike coupled with Precise debilitating strikes apply (thus having the rogue roll 4d6 instead of his 2d6)? Just to be clear. Does the rogue get it on the first strike which would be a sneak attack and if not where is the rule that says it applies later on? Thanks!
Greetings. The rules are not clear on this and my game has an issue with what you can do out of turn. Here is the example > Players initiative, he rolls to intimidate an NPC in combat. He declares he wants to know what happens next. I say, you have to wait until that NPC's turn in initiative to find out. At this point the game devolved into arguing stating that the NPC or anyone can talk freely/surrender out of turn. Now the rules are not entirely clear. It says if a player can act they can always say a few words here. My end of the argument is the word act, meaning you only get to act on your turn yet the players are stating they can act anytime. This one trivial thing has upset me so much I am about to stop gaming over it. It allows for folks to cross talk and meta game while in combat when its not their turn. What is the official stance on something like this? Does the NPC give up while its still the players turn or does the player have to wait until its the NPC's turn to act?
Greetings Paizo and folks, The party has been running Ashes and it is now 10th level. The Wizard wants to create a spell that does the following > It is similar to the door-warden found in the 1rst module of Ashes but it does not attack, instead it simply yells out an alarm.
Would you allow or disallow this and if so why? I was leaning on him creating the spell but it would be a ritual which takes time (1-3 days) and a certain amount of gold in materials. I have not made a ruling yet.
My apologies for reviving this thread. I started a thread asking about this very topic. Is there a consensus that Potions do work against this golems curse? RAW it appears they do. RAI I would think not. So which is it? Will a moderate healing potion (lvl 5) work to heal a fighter in combat with this curse? Is there any official ruling on this? I read through this entire thread and the answer I came with was READ AS WRITTEN, a potion is not a spell and thus would work.
In our game a critical failure is > you just end your turn for the round. This applies equally to everyone, NPC's, players and Monsters. We use Fantasy grounds and its pretty easy to keep track and all it does is make player do movement actions and things that do not require a roll first. For example, a fighter will have 3 actions. So first action will not be 'raise shield' (sometimes) or move or another move action and than strike.
My friend feels that AC is too high. I said nope it feels right. This led into a discussion. Can someone post for me a few stats? What is the maximum AC a 20th lvl Human Fighter can acquire? What is his maximum (to hit) using a longsword? What are his hit chances against an Ancient red dragon? no flanking or situational modifiers just two tokens on the board in open ground at melee range for each target. Thanks in advance.
I chose those values to be clear on what happens to the shields. >> Temperans, thank you for the data! It was very helpful to our group and it is most appreciated! >>KrispyXIV, I was not making any statements about average damage only to make an example that I knew would destroy the shield. Thanks again. I may just change things and make 'sturdy' a special rune that can be applied ONLY to shields. I am on the fence about this and my wait longer to see what changes are made by Paizo. Again thanks to everyone posting on this thread!
I see several folks talking about shields being destroyed in a single blow. For the sake of argument I need answers to the following scenarios: Sturdy Shield Minor (The shield has Hardness 8, HP 64, and BT 32.) lvl 4. > 6th Level monster swings with claw and hits. Fighter says he will 'block dmg' with shield. Monster rolls and does 37 dmg. What is the resolution to both the fighter and the shield? Sturdy shield Lesser (The shield has Hardness 10, HP 80, and BT 40.) lvl 7item Monster hits with a bite, Fighter wants to block dmg, Damage is rolled its (for the sake of this thread) 100 hp in dmg. What does the fighter take and how much does the shield take? Can the fighter choose to block AFTER damage is rolled? Thanks in advance.
These answers are very helpful. I like Capn Morgans solution as well. Per the GMG you can roll perception at the start of the game and keep that roll for the first encounter. Which is what i did. The Rogue always rolls his stealth for this and the fighters tend to have high perception which lends to a higher initiative roll. We had 6 players so the fight was a TK and 4 trolls, about 120 on the threat level (severe). Party was 7th lvl.
Thanks again.
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