![]() ![]()
LichLoved wrote:
Your guide is very cool. Nice job matching the style. Looks great. I opted for recreating the Belhaim Map in Roll20, labelling it myself and revealing locations as the players interact/discover them. ![]()
LichLoved wrote:
I just started running Dragon's Demand over Roll20 myself. One thing that I'm finding super cool and handy so far is that I scanned the deck of cards and am using them as handouts in the Roll20 interface. It's worked great so far. Maybe we could collaborate? I wonder if there's a way to export completed content... ![]()
The thing that's somewhat disappointing on this front is the fact that there are only 4 feats so to gain their full abilities you have to take them all. Why's this a problem? Because this means that the relative value of some of these feats are very much reduced for characters where the abilities don't apply. I'm playing a fighter. The Maleficium feat won't do me much good except how it boosts the other feats. I'm sure they had space limits to deal with in this book. Here's hoping they release additional Damnation Feats in subsequent books. <crosses fingers> ![]()
Zahir ibn Mahmoud ibn Jothan wrote:
Or any of the other authors (Jason Bulmahn is also an author of the book) or FMG people. I understand it's a long shot. ![]()
I'm gearing up to play The Way of the Wicked AP. Looks really fun. I really like the idea of the feat paths for Vampires and Liches. A great way to solve that challenge. I have a question about the True Vampirism Feat (Book Five: The Devil My Only Master p84). I'm hoping that someone from FMG can chime in an answer on the rules as intended since the rules as written are a little ambiguous. The feat says this: "Benefits: You gain the full benefit and weaknesses of the vampire template." Does that include the ability score modifications? The prereq feats includes a +2 to Dex, so I would assume it wouldn't stack with that. But all of the other stat bonuses? Why do I ask? Because clearly including the stat bonuses would be very very powerful and that's something to be sure about. On the plus: It does say "gain the full benefits...of the vampire template" Included in "full benefits" would be those stat bonuses. Also the description: "true vampire in every sense." On the minus: I do think it would be called out specifically (though space might have been a factor). The Lich Feat is much more succinct and doesn't leave much room to question:
Also in the minus column is the fact that the person who did the HeroLab input for the WotW data files decided the stat bonuses weren't in there. Any one from FMG care to comment? (If you didn't help write or publish this AP please resist the temptation to chime in with your interpretation or "Ask your DM", it's clearly open to interpretation and yes clearly I can ask my DM, that's not the question at hand. I'm hoping to learn if there was an original intent that can be divined.) ![]()
Thanks for the feedback. Good comments from many of you. Rakshasa's comments especially. I'd love for the desert to feel like a desert. Dangerous, foreboding. Now I wish I hadn't sold Sandstorm along with all my old 3.5 books. I remember really liking that one too, darn. I am tempted to play this out as a low(er) magic campaign and to do something to nerf Create Water and Endure Elements. I guess I would have to figure out what other spells might come in to play also. ![]()
I've been reading through the available Osirion source material in preparation for the release of Mummy's Mask. I'm excited about the idea of making the desert environment a key focus of the adventure. I love it when the setting creates a tone for everything else. As it stands though I don't see why a character would give a damn about the deserts. One Cleric in the party with Create Water and poof water's no issue. In fact why not fill up a whole caravan of waterskins and hand them out. It's 0-level. Endure Elements is 1st level for everyone. So don't worry about the heat, just buy a wand. So it's pretty much not an issue even at 1st level. By 2nd? Why waste anyone's time talking about it. Seems like a GM would have to get into some pretty heavy rule bending for any PCs to care. ![]()
Please forgive me if this has been asked and answered already. I've been struggling to fit map grids from The Cult of the Ebon Destroyers and other maps onto grids to match a Virtual Table Top (VTT). To make a long story short that's just about impossible to get it "right" for some of these maps. Short of taking up fantasy cartography myself the will always be pretty far off. (Squares vary in size pretty significantly in size within an individual map, and for now I have a decent work-around, but let's not detain ourselves with that here.) I have found that for the APs this is not a problem. The lovely interactive maps in the newer APs deal with this problem nicely. You can turn off the grid! Then simply use the grid in the VTT and Bob's your uncle. So... is there any known source for Interactive Maps for the modules? Has there been official word on this question from Paizo? Thanks. ![]()
Tangent101 wrote: One advantage of the virtual maps is that in many of them you can turn off the grid and the like. I'll do this, and then align the map estimating the proper size. This way I don't have to worry about getting things aligned to the two grids and instead just go for "close enough" without worrying about the icons not being aligned to the map grid. That works with the APs but not the modules correct? That's a good point. You can basically use the "Player Map" w/o grid from the AP files and then use the VTT to draw the grid. That makes good sense. Thank you for the tip Tangent101. That's helpful. I wonder if Paizo would be willing to ship nice maps like that for modules. ![]()
archmagi1 wrote:
This thread has died off but I'd like to wake it up again. I'm definitely seeing the same issue that the OP was talking about. Look at the Silk Mill map for Cult of The Ebon Destroyers if you want a good example of this. There seem to be whole regions of the map where all of the squares are off by as much as 20%. This is a relatively older module so I'm going to look again at more recently published material to see if this is still a systematic issue. I really hope it isn't. As it stands today all I want to do is use these tools to project a map onto a table for in person gaming. We're still going to use minis and such so I can indeed turn off the map grid in d20pro or Maptool and just use the grid in the image. So for the near future it's fine. If I was trying to play online with d20pro this would really be a big issue though. Sometimes the grid is far enough off to really make it hard to see which square a creature should be in. I'm curious if any of the folks who have observed this problem found an ingenious solution. Thanks. ![]()
I've been wanting to play something like this, but this set of abilities is a disappointment. It simply won't be a viable secondary fighter without some additional feats. I want to play a character that is great outdoors and out of combat, the tracker, the guy who gets you there. The guy who knows how to find and evade. Secondary healer abilities, they'll work in a pinch. Secondary caster for all those cool Druid spells for handling situations outdoors. Then decent in a fight, be able to build it as a switch hitter. Ranged and melee. If you have the chance to buff you become good in a fight. Here's my vision for the class.
I've been gaming out combinations of Fighter, Ranger, Paladin with Cleric and Druid for a while. You can make some good melee combatants with those combinations but ranged is really hard because of the lack of feats. In either case though you STILL come out with something better than the Hunter as described in the playtest. ![]()
James Jacobs wrote:
Thanks for the response Mr. Jacobs. I'm curious if this question came up in your own discussions of how to make this module work? I certainly understand that you can mix stuff up all you want. When I ran Council of Thieves I set it all in ancient Xin Shalast! Wait, no that would be silly and a lot of extra work. I guess really it's the combination of a Taldor start point and the fact that you can only take archetypes at first level. I would probably actually allow my players to morph their characters into a different archetype at 3rd or 5th or something based on the new location. I did the same thing when the APG came out and we were half way through RotRL. Didn't break continuity too much. ![]()
From the AP1 blub: "Far to the south, an unseasonable winter cloaks the forest near the village of Heldren with summer snows. When the heroes venture into the wood in search of a missing noblewoman, they discover a magical portal to the frozen land of Irrisen," I was hoping that this module would be a good vehicle for lots of cold climate oriented archetypes. Also a chance to play the various northern human races. There's even a source book coming out on this topic. ... but if the adventure starts in the South will it make any sense to allow these characters? Seems like a funny choice to me. Like having a desert-themed adventure but starting everyone in Brevoy. ![]()
My group is running through the very very nasty Rappan Athuk dungeon produced by Necromancer/Frog God Games (http://www.talesofthefroggod.com/rappan.html). It's a super deadly mega-dungeon. We're suspending some of the continuity and story ideas that we would normally apply to an AP. This is just about enjoying a brilliantly written dungeon-crawl. We're keeping it very sandboxy as well, the DM's not railroading. We're seeing a few issues with doing this. 1) It's hard to match up right right part of the dungeon with the right level characters. We did some of the harder stuff when it was a bit above our CR and now going back for some of the "easier" stuff we've above CR and it's not as much fun. 2) We all have like 10 different character ideas we'd like to try. 3) Our party composition has been a bit wacky. No arcane caster for example, just an Oracle with a fire-oriented mystery filling in. 4) If we played this straight characters would be dying all over the place. Here's my idea for solving this problem: Use the old Dark Sun Character Tree system! We can swap out multiple characters as we go. Problem is, it's been a long time and two (three maybe) systems ago since we did this. Has anyone tried a character tree recently? What rules did you use? ![]()
I think it would be fair to call for the appropriate save in this case, even a DC 10 if 0 lethal or nonleathal damage was done. It's really bad to be struck in the head while unconcious. People die from blows to the neck or head that might have only caused a headche in another situation all the time. ![]()
In a recent game we ran into an interesting situation and I'm hoping for some help resolving the question. Thank you for your patience in answering another grapple question. My party was fighting a large creature with 10' reach and the Grab special ability in a 10' wide hallway. We had two PCs in the front line, adjacent to the monster. The monster successfully attacked and grabbed a PC in the second row. Since that grappled PC was not adjacent to the we had to next determine if there was an open adjacent square. This is where we found disagreement. One side said that since the squares in between the grappled and the monster were occupied the grapple should fail. The other side (which contained the DM, so you know how it went) contended that since the monster had open adjacent squares on it's OTHER SIDE the grappled PC was moved there. It was a bad situation with a squishy PC now on the other side of a big monster. Hilarity ensued. So this brings the question of what exactly is meant by "adjacent square." I was on the side that said that the grapple should have failed, that it was unreasonable to suggest that by succeeding in a grapple you could move a character to a square all the way on your other side. On the other hand a big and dangerous critter with long tentacles could just lift you and move you... but if that's the case why does it only get that power when there's someone occupying a square in front of you... Input would be appreciated. I couldn't find this addressed anywhere else. ![]()
I've hoped for a while that we would get a Pathfinder computer RPG. I'm very disappointed to hear that it will be an MMO. MMO's by their very nature eat lots and lots of time. It's the business model to get people hooked and make sure they keep paying the monthly fee. These days I just don't have that much time to spend on games. When I do have time I'd like to be able to take full advantage of what the game has to offer. Paizo has done so much to make gaming fun and doable without tons of prep. An MMO goes the opposite direction. With a conventional RPG you can spend a few hours a week playing and slowly find your way to the end of the game. With an MMO you'll never get very far that way. I would love it if Goblinworks went in the direction of Dragon Age, Oblivion, Neverwinter Nights (2002 Bioware) or Fallout (any version). An MMO I will never play. I know that Paizo/Goblinworks will only have so much capital (financial or creative) to invest. My hope is that it doesn't go towards an MMO. ![]()
So much for "The Fabled City of Xin-Shalast" I'm really dumbfounded by the decision to print the location of Xin-Shalast on all of these maps. It's such a spoiler. My party is in the process of searching for Xin-Shalast in the last of the ROTRL series. Having it printed on the map kills some of the suspense. I've asked my players not to look but that's kinda silly. So much for there being any suspense to that module. Or the Lost Cities supplement for that matter. Not very lost any more. <shakes head> ![]()
So much for "The Fabled City of Xin-Shalast" I'm really dumbfounded by the decision to print the location of Xin-Shalast on all of these maps. It's such a spoiler. My party is in the process of searching for Xin-Shalast in the last of the ROTRL series. Having it printed on the map kills some of the suspense. I've asked my players not to look but that's kinda silly. So much for there being any suspense to that module. Or the Lost Cities supplement for that matter. Not very lost any more. <shakes head> ![]()
Dryder wrote:
Did you complete HeroLab portfolios for Karzoug and the other folks from RotRL? Are they posted anywhere? I've just started using HL and I'm running Sins of the Saviours. ![]()
Jamek is holding in his left hand the ape head from Foxglove Manor! He uses it as his battle cry! ... anyway that's what my group does. Congrats on finishing. We're 14 months in and my group just entered the Runeforge. Council of Thieves is on deck for us then Soul Smuggler then Kingmaker. (Maybe) We love that there's way more great content than we could get to. Thanks! ![]()
My players and I have been absolutely loving Rise of the Runelords. The writing is great, it's very diverse and challenging. The one problem is that it's a royal pain to convert everything to Pathfinder RPG. I've been taking advantage of the great conversions that are up on d20pfsrd.org but those are not complete for the later books and there's a lot of other stuff (like XP and CR) which needs a bit of a re-write to work. I would love to see the adventure converted and fleshed out with new information that's available since publication (like references to Lost Cities of Golarion for Xin Shalast) and the other material from the adventure path (like the guides to Desna, Lamashtu, Stone Giants and Dragons) converted and published in a separate volume. I, for one, would be willing to shell out a second time for the convenience of not having to convert everything. (I'm in the middle of converting all the Wizards in the Runeforge. What a pain, it takes me about 2 hours each.) Same goes of all the other paths that were released with 3.5 rules. Thanks for the great game and great material. ![]()
Don't Lyrie and Nualia hate each other? I the module at least Lyrie is very jealous of Tsuto's love of Nualia. I would have Lyrie turn on Nualia and help the party hunt her down. It could be a good device to use in case the party ever gets stuck. Of course by then Nualia should level and have some more followers to help her in the fight. Maybe she's transformed more too... |