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![]() I've played and/or run Lost Mines of Phandelver about a half dozen times since it was released. The last time being about 5 months ago. I also run a regular 2e WHFRP game that consistently features goblins as an enemy. Lastly, for Pathfinder, my current game is on hiatus (they're all 6th level) but they faced a goblin ambush early in their adventure about a year ago. Goblin encounters are pretty common in my games. ![]()
![]() Orthult became a close ally with the last Kingmaker AP party I GMed.
I used the Tree of Stars as a plot hook in the same game, but it never took hold with the player's Druid. Which surprised me, because she normally catches onto such things and strives to see them out. I also took the Maw and altered it so that it was just a collection of seemingly random stone collossi that slept in a mountain pass and a lair of petrified dryads that were enemies of the main AP BBEG. The players ended up with some nice allies after they freed the dryads and learned the secrets of the stone guardians. I never used Lostlarn or the Ford. ![]()
![]() First Game as GM: Kestrel Point. (My mother's character's choice won.) Second Game as GM: Haimsburg. (after a fallen PC dwarf ranger that perished in book 2.) First Game as Player: Kestrel Point. (I liked the idea so much from GMing, that I voiced it as my option. It won.) Third Game as GM: Mourningwood. (The players were a bunch of jokers) ![]()
![]() deinol wrote:
I'm going to agree 100% with this. Having played most of the APs through books 1-3, and RotRL, CC, SS, JR and Kingmaker all the way til the end. I find that Serpent's Skull has given my players (and myself as a player in 2 different games) the hardest time overall. Especially the last fight in the first book. If the players rush to it, which they very well can, she will destroy them. ![]()
![]() Bard. Choose yourself which archtype, if any, feels like it will be the best fit for your playstyle and group. Your group already has a Ranger and a Barbarian, so another fighter-type like the Cavalier may not be ideal. Its wholly up to you though. The Alchemist, Slayer and Ninja are also good choices. ![]()
![]() IgnisCaelum wrote:
Play a Ranger if you want a "Druid-like" feel that's less complicated for your GM. Looks like your party could benefit from an archer with a flanking pet later for the rogue. See if he'll let you take the Boon Companion feat for a full level animal comanion. ![]()
![]() captain yesterday wrote: i'm unfamiliar with 4th edition, what races are in the PHB 3? why not allow them? (weird? unbalanced? lame?) I'm just curious, i've not seen 4th edition since i saw the Forgotten Realms massacre (what i call what they did to FR in 4th edition:) Minotaurs and Githzerai. Shardminds. (A humanoid made of crystals)Wilden. (A humanoid made of plants) Nobody has asked to play any of these races yet in my (anything goes) Pathfinder world, however, I have shoehorned in both the Dragonborn race from the 4e PHB and the Goliath race from the 4e PHB2 to fit both my own and my players creativity.
I'd be interested in seeing a Wilden player though. Seems like an interesting concept. ![]()
![]() captain yesterday wrote:
Kinda spoils us, doesn't it? ![]()
![]() My only question to this whole debate of Catfolk vs. No Catfolk and the growing distrust/hatred between GM and player is "Why in the Nine Hells are you even playing this game together?"
Do people NOT play this game with family and friends anymore?
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![]() The precedent I put into place at my table almost 15 years ago is a simple one.
Oh, that rule for characters is this; YOU play your character. If someone else at the table has a problem with someone else's Catfolk or Tiefling, they are free to find another game. We're all adults in my games and if you're upset that another person wants to be an anthropomorphic cat to the point that its actually ruining your own fun, then you should prioritize a bit before coming back to roleplay. ![]()
![]() Players have died hundreds of times over the decades in my campaigns.
I find they die much less often in PF with its "You're not REALLY dead until you're at -CON." and fewer instant death effects. But it still happens. Especially when facing things like Shadows, which'll drop that 10STR Wizard down pretty fast. I've been known to fudge rolls when it seems appropriate and have lessened the lethality of traps and hazards on the fly if they turn out too deadly. ![]()
![]() Sarcasmancer wrote: So this kept coming up in another thread but I never got a good answer and it was slightly off-topic anyway. Many many people say that they would disallow stats to be dumped down to 7 under a point-buy system. If you're one of those people - why? What's so bad about dumping to 7 vs dumping to 8? I await your reply. My hand-wave response to people whining about anything in Pathfinder is "Go play 1st or 2nd edition AD&D" This especially pertains to ability scores where you were LUCKY to get a 7 as your "dump score" and not end up with a 3-5. (in fact you were lucky to have a 13 in your primary score)When I upgrade my games to the next generation (as I did w/ 3.5 to PF) I generally include all the rules. If a Fighter wants to dump his Int and Wis down to 7 so he can have his maximum starting Str and Con, well, I don't care. But in the end, its just my personal observation and opinion on the matter, as it is everyone else's and YMMV. I'm sure an opponent of stat dumping could spend a weekend on a fiery diatribe on the evils of it and compare those who do it to infamous dictators and/or special needs folks or spoiled brats... and that's fine too. ![]()
![]() I'm going to build off what you said about hating magic classes and say "Go with a Ranger."
You can probably work every ability the class has to your advantage without ever needing to multiclass or prestige. But you could dip into Rogue for a few levels to grab an earlier Evasion, a bit of extra situational damage and Sleight of Hand. Use the Animal companion to get a tricksy pet. (or just take the "the party is my pet" bonus if you don't want to micromanage a pet) Yeah, I know they get the "Hated Magic Spells" later but they're not that impressive and you could fluff them or not take them at all. There's likely some option that replaces them entirely in one of the 6 million additional core books and splats and online aids too. ![]()
![]() Seeing posts like this makes me happy I've been gaming with pretty much the same group of people for 25+ years. (give or take the new boyfriend/girlfriend/wife) I've had only a single incident with a truly BAD player, and that player's character was killed by a more experienced player's character (after said player tried to sneakily attack her)in the game and he was ejected from play permanently. When he "Cleaned up his act" and tried to rejoin months later, it was put to a group vote, and it was decided that we had much more fun playing without him and he pretty much had himself to blame. Sometimes you have to be the "Bad Guy" and deal with the problem at its source, and this guy seems pretty useless at every aspect of team play.
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![]() Necromancers can be a load of fun to play.
Personally, I have a lot of fun with Necromancers in my groups. They tend to die more often than other characters due to the dark nature of their craft and the problems associated with it. That said, I do have a player currenly at 12th level who is trying to craft a flesh golem to go along with his minions. ![]()
![]() What I would do, as a GM in this case is simply roll with it.
Personally, I have never had a problem with masses of die rolls in a game. I mean I ran a several year long campaign where I GMed for 2 players who ran a total of between 18 and 30 characters for the entirety of the game, including high level Druids and Conjurers, and we still fondly remember the game 15 years+ later. ![]()
![]() It is a situation most easily avoided by not allowing it in the first place.
I almost always allow evil alignments in my campaigns, but I do so because my players are generally NOT out to ruin a night of fun by acting like spoiled children (even though some of them are spoiled children). Evil PCs can add a whole new aspect of flavor and fun to any campaign as long as you set ground rules ahead, mainly NO BETRAYING YOUR PARTY EVER!!! I usually allow a little extra loot grabbing, sneaky stuff and whatnot, but the line was drawn at stealing other players belongings and plotting violence against them a long time ago. ![]()
![]() In this case, I would definitely impose an XP tax on the players while upping the encounter difficulty to match.
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![]() I came here hoping for a nice thread about <insert random wizard> being OP and how the others in the group aren't quite up to par, blah blah blah, and had a pretty good bunch of potential solutions that have worked wonders for me in the past...
Ok, here's the deal with problem players of this specific breed. 1) I talk to the other players and get their input on the whole isue just to make sure I'm not the bad guy and don't realize it. (It happens)
4) Its been fun, but you're out. Never let a BAD player ruin everyone elses fun. Sometimes the best friends and even otherwise awesome human beings can be BAD Players. It happens. I know some. Great guys and gals, just not the tabletop RPG type. ![]()
![]() Some Ideas. 1) Use the harder random encounters from the APs as fixed encounters. (Take the trolls, will o wisp and shambling mounds from Kingmaker for instance) 2) The encounter calls for 4 kobolds? now it's 10 kobolds, 2 who are 3rd level warriors with masterwork gear and a 4th level Druid leading them. 3) Up the CRs of traps by boosting the DCs and damage dealt. 4) Include more skill-challenges. 5) Change monster types. The module calls for goblins? Make em Orcs or Hobgoblins instead. I switched a kobold tribe for a troglodyte tribe when my PCs ended up leveling faster than I expected and missed an early lair only to return to it at level 4. 6) Add more levels and gear to bosses and sub-bosses. Also give them more minions to help them out. ![]()
![]() Druids get NATURE BOND
They aren't even the same thing.
Take a look:
His Ranger levels for Nature Bond and his Druid levels for Hunter's Bond don't mean CRAP.
However, he DOES get 2 companions.
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![]() LazarX wrote:
Well, this thread is now a success. ![]()
![]() One of my Kingmaker players recently took Mikmek (a kobold NPC) as her primary cohort with her Leadership feat. (He's a Rogue 3 / Ranger 2)
A bit more on the kobold cohort, he was retooled with a slightly higher int and chr and is VERY interested in knowing about history and local customs as well as learning more about animals and nature. (The poor guy completely sucks at mining though.) He is LN, but has a bit of a temper and still likes to occasionally poke small things until they stop moving. Otherwise he is generally pleasant to be around. ![]()
![]() This has been my take on monster races as PCs, from both a GM and Player of almost every one I've listed. Kobolds: Outside Halfling and Gnome communities, and the occasional Fey settlement, these little guys aren't going to have too rough a time of it if they're travelling with a mixed group of "heroic" races. They're pretty unassuming. Even kids might follow these guys around and try to play with them. Goblins: Same as Kobolds, but probably a bit more hated and laughed at. Especially so with Pathfinder goblins. Orcs: OK, these guys are going to have it rough. Especially when dealing with elves, dwarves and frontier settlements that have suffered at Orc raids. If you roll an Orc, you should probably expect that your life will be miserable for a LONG time. Unlike the common conception of goblins and kobolds, an orc is actually dangerous BY ITSELF. Hobgoblins: Similar to orcs, but less so. Hobgoblin mercenaries are likely common enough that they will be treated like especially crude regular mercenaries. 1/2 Orcs: Generally a mix of pity and distrust, but unless they look almost fully orcish, they're not going to have too hard a time of it. Drow: Most common people aren't even aware they exist and are likely to mistake them as a really unusual elf. However in places where the race is known, they will be extremely fortunate not to be killed outright. When players ask to play this race, I let them know from the start that it is going to be VERY tough going. Dhampir: Emo human, nothing to see here. Elemental PC races: "Look Ma! That guys hair is on fire." Maybe a little scary to the commoners in small villages, but mostly people think "Look, another weird sorcerer!" Grippli: LOL! Frog from Crono Trigger. Aasimar: Nobody cares. Maybe you'll be pestered by the super gullible religious freaks for faith healing, but otherwise, you'll be left alone. Tiefling: Outside Cheliax, you're not going to have a very good time. It'll be worse the more "Lower Plane" your look is. People will generally be afraid of you and you'll get blamed for everything bad that happens. Now, these are MY PERSONAL takes on the races as PCs, and yes, I know Kobolds and Goblins CAN be dangerous, but in my worlds, they're generally chumps and commoners aren't REALLY that scared of them on an individual basis. ![]()
![]() My group got the Sootscales as allies, avoided a few fights with the local wildlife, (a wolf pack and a lone grizzly) and managed to spare one of the bandits from the initial combat at Oleg's. But other than that, they've killed everything else. I'd play it on the fly with redeeming the bandits.
Looking at Kressle's and Happ's backgrounds, it's easy to tweak it just a bit and get LN, N or CN NPCs out of them. (Same could be said of everyone) Maybe they're really evil, but hate themselves and want to change. Its really up to you, the rest of the players and your GM. I played Kressle as the cruel b*!#@ she was written as and the players killed her outright. But yours may discover that she is more complicated than the one-dimensional portrayal in the AP.
I'd like to have gotten a chance to see Happs and/or Kressle in my players little sandbox kingdom (Just finished Rivers Run Red) but they're a bit of a bloodthirsty bunch. (The PCs that is) ![]()
![]() doctor_wu wrote: What are the bad guys attacking with in this situation? Or are they using natural attacks? 3 orcs at the other end of the 3'x 3' tunnel, They're using a Meteor Hammer, a Whip and a Sling. All without penalty because they invested feats into those weapons and it would be an affront to make them switch to their daggers. ![]()
![]() Elthbert wrote:
You're more generous than I. To even have it pointed in that direction, you'd have had to have drawn it out and stated you were pointing it down the corridor before you started crawling.You'd get the -4 to hit, deal half weapon damage plus half strength and have no chance to confirm a crit on top assuming you had a 5' long Greatsword. Now a Greataxe or Dire Flail would be even WORSE. (Possibly to the tune of 1 damage plus half, if any st. bonus or even outright unusable.) Yes, I am a cruel DM and I love to see my melee fighters suffer in the face of caster disparity and... oh wait... The biggest thing I can stuff down a 3'x 3' tunnel is a Carrion Crawler, which doesn't even exist in PF!!! Those kobolds and mites are gonna just roll all over that Fighter 10 who was forced to draw a short sword to deal. (Protip: No they're not) ![]()
![]() You would have really liked Sleep back in 1E.
Disagree on Shout. Its sonic damage. unless every group of monsters your party faces has a Bard with them, its a lot more useful than fire/lighting that every monster and their mother is DR/10 against. Fireball and Lightning Bolt (lol, Lightning Bolt) are barely worth the spell slot at 3rd as it is. Not saying that Shout is great by any stretch either. It probably wouldn't see any more use at 3rd though than it does at 4th. Sort of agree with some of the other stuff (agree Aid is lame, has been since 1E UA.) Druids should still get Elementals IMO. ![]()
![]() legallytired wrote: Lycanthropes are pretty lame in PF. +1 At least they beat 4E lycanthropes HANDS DOWN!But yeah, PF were-creatures are pretty pathetic. Also agreed on the Hobgoblins.
Phase Spiders also = LOL.
Oh well. Nice thing is, I can house-rule em to look however I want, and since my players remember the COOL-looking versions, its not even really a House Rule. ![]()
![]() It wasn't all that uncommon to 1-round K-O enemies in 1E, even with the "pathetic" damage listed for various attacks. A Two-Handed Sword was 3d6 base vs. Large sized creatures back in the day. Coupled with +6 damage from 18/00 str., +3 Specialization and a +2 or better magic bonus for your average 7th level fighter, you're looking at 14-29 damage per swing. If 2 swings hit that's 28-58 damage. These were the days where the BIGGEST Red Dragon had only 88hp.
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![]() I very rarely fudge the dice, but when I've just hit with critical threat, confirmed, and one-shot a newly rolled level one PC that the player spent 3 hours writing a back-story for on his day off from work in the FIRST DAMN ENCOUNTER of the game, you can guarantee I just dropped him to -4 HP instead of -17. (Damn Greataxe wielding Orc) If my players are being retarded or it's a climactic battle with the BBEG, you probably aren't going to get lucky in the way of me rolling in your favor behind the screen, but if you're in random encounter #1, 20 minutes into the game and trying to stay alert and out of the way but get charged by a monster who gets lucky, you will probably, as a player, be much happier in my games. I know there are players who don't like this, but mine rarely figure out that I saved them, and instead think I brutalized them (heck being at -4 is still pretty bad, especially when you're an elf and a bloodthirsty orc is looming over your fallen form). But MY players tend to appreciate me not openly slaughtering a PC they worked hard on in 1/10th the time it took them to commit it to a character sheet. ![]()
![]() TarkXT wrote:
In all it's Item Saving Throw, THAC0 and Weapon type vs. Armor type goodness! Where do I sign up? My custom DM screen was 7 panels across AND had 3 extra fold down panels too. Epic times. ![]()
![]() Paladin of Asmodeus you say? (not my story) We had a campaign in D&D where we assembled a steampunk-ish time machine. After many sessions travelling through time, uncovering mysteries and learning harsh lessons about changing history, we had to stop a time-travelling cult from destroying the gods, and therefore the world. We failed. Our machine crashed, we were stranded earlier than we had ever been able to travel. We found the Gods, but only a few of them were present- it was as if some had never existed. Then we realised- we had to become those Gods. Our party was entirely divine (Cleric, Paladin, Avenger, Invoker), and each of us was a worshipper of a god who had been unmade- and we were only people in existance with enough knowledge of forgotten deities to assume their roles. But two of the players were worshippers of Io (in his twin forms of Tiamat and Bahamut, who of course would form later after Io's 'death'), and only one could become Io. The other would have to be the un-created Asmodeus. So the most just, honourable and dedicated Lawful Good Paladin I've ever seen roleplayed became the god of tyranny and evil. If he hadn't, the gods would never have defeated the primordials, and the world would never have been completed. In our setting, Asmodeus is every bit the epitome of evil you would expect him to be. Nobody but the gods who abide his presence know him as otherwise. He adheres to his role because he knows he has to- and that in doing so, the world can exist. He can never tell anyone his duty, and noone who knows can ever discuss it. In the farthest recesses of the Nine Hells, in a chamber sealed tighter than any other in existance is a pocketwatch of finest gnome craft with a photo of his family in it- his wife, son and little baby girl. They were killed by an orc army marching under the orders and banner of Asmodeus. Their deaths are what drove him to become an adventurer. ![]()
![]() I don't do it.
As a DM, I have an entire cast of NPCs and monsters that I can flesh out and become attached to. Recurring villains, NPC love interests, the shadowy stalker that always manages to avoid the PCs perception rolls, the lovable but useless kobold porter... If I ever need to fill out a party, I either have the players control a second character that is somehow attached to the story or character, or include some throwaway NPCs. That said, I know DMs that do it, and personally, as long as everyone is having fun, I could really care less. ![]()
![]() Velcro Zipper wrote:
+1 Dwarf wizards are pretty awesome.
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![]() ThatWeirdGeckoGuy wrote:
Aside from the few small (and usually trapped) tunnels and crawlspaces I have that lead to the actual fighting areas, I don't think I've had my players actually fighting in small places after level 4 or 5. Much less level 15.Unless you count being swallowed whole. (in which case, No, you cannot use your glaive to hack your way out... unless you were swallowed by a leviathan or REALLY big Purple Worm.) ![]()
![]() I had a Dwarf Abjurer player early after the core release. I think he dissed Necromancy and Illusion. Had a Raven familiar and an obscene Appraise skill as I recall.
Ah well. I have another player that has an active Dwarf Wizard in 4E, but thats another entity entirely. ![]()
![]() UltimaGabe wrote:
Call it 30 years of playing almost exclusively with the same group of players. I've had TIME to refine house rules. It takes much more time to explain the new rules of each edition of D&D/Pathfinder then it does to carry over what I liked about other editions and just tack on new stuff. So for me, at least, it's not about what this new rule set says, its about how much I like about this new rule set and what is going to make the cut. I have the priveledge of playing with people that don't generally nitpick over not being able to swing a 12' polearm around a 3' passage. It boils down to You do what YOU like, and I'll do what I like.
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