Meepo

richard develyn's page

Goblin Squad Member. Organized Play Member. 1,126 posts (1,170 including aliases). No reviews. No lists. 1 wishlist. 1 alias.


1 to 50 of 91 << first < prev | 1 | 2 | next > last >>
Dark Archive

1 person marked this as a favorite.
Phaedre wrote:
Richard: I bought a half dozen of the Four Dollar Adventures a few years ago, and they are some of the best one off adventures I've ever read. They're creative, with a ton of detail, and have that specific flair of managing to present situations that the PCs need to deal with or solve without necessarily laying out a railroad they're expected to follow. You've done excellent work, and while I know that indie publishers get very little feedback or response, I just wanted to let you know that your work was extraordinarily appreciated.

Thank you very much - I'm pleased you enjoyed them, and I very much appreciate the feedback.

I'd love you to share any favourite moments, if you have any. You're right that indie publishers are always feedback-starved, so even if you can't think of any thank you very much just for putting up your message.

All the best

Richard

Dark Archive

3 people marked this as a favorite.

Four more years have passed and Horn of Geryon has passed the 300 sales mark.

(and my daughter, who's 26 going on 27, still doesn't go anywhere without her rabbit!)

I stopped writing these adventures some time ago but obviously I still keep track of the sales. They've more or less trickled to a close now, except every now and then I get a surprise such as when someone bought all 10 a couple of months back.

They're still pretty good value, let's face it, even if you just use them to cannibalise ideas.

As PF1 comes to an end and PF2 rises from the ashes, I'm pleased that my most popular adventure has crossed the 300 sales mark, before sales of the line disappear completely.

So many thanks to the 300 purchasers and to everyone else who bought Four Dollar Dungeons.

All the best

Richard

Dark Archive

2 people marked this as a favorite.

Well, I've just started getting aquainted with PF2, and I didn't do the playtest, but so far I'm encouraged.

What I'm looking for in the new system is a consistent set of meta-rules.

Meta-rules are the axioms of the world. They determine things like roughly how powerful should a nth level spell or ability be, or what can you expect from a feat. It underpins the world with a sanity which maintains suspension of disbelief (IMVHO).

This should stop min-maxing and other sorts of exploitations, and future proof the game as long as the axioms are never broken.

Looking at the way everything is so carefully "typed", it encourages me to think that a lot of time and effort has been put into these axioms. Going forwards, I hope the editorial team will be dilligent in ensuring that future rules of any sort stick to them.

Richard

Dark Archive

2 people marked this as a favorite.

Ok, so I've just done a bit more maths (actually, I did it the long way, so I'm not sure how the actual maths works), but I get that:

If your change of hitting is x %, then your effectiveness changes by 100 - x %, better if you roll twice and take the highest, worse if you roll twice and take the lowest.

So, if you need an 11, so you are 50% likely to hit, your effectiveness changes by 50% (of the 50%), so you are now 25% on the poor effect, 75% on the high effect.

If you need a 15, with a 30% chance to hit, your effectiveness changes by 70%, i.e. now 9% on lower and 51% on higher.

It you need a 1, then it makes no difference.

Here's the full table:

need a 20: normal 005.00%, take lower 000.25% (-95%) take higher 009.75% (+95%)
need a 19: normal 010.00%, take lower 001.00% (-90%) take higher 019.00% (+90%)
need a 18: normal 015.00%, take lower 002.25% (-85%) take higher 027.75% (+85%)
need a 17: normal 020.00%, take lower 004.00% (-80%) take higher 036.00% (+80%)
need a 16: normal 025.00%, take lower 006.25% (-75%) take higher 043.75% (+75%)
need a 15: normal 030.00%, take lower 009.00% (-70%) take higher 051.00% (+70%)
need a 14: normal 035.00%, take lower 012.25% (-65%) take higher 057.75% (+65%)
need a 13: normal 040.00%, take lower 016.00% (-60%) take higher 064.00% (+60%)
need a 12: normal 045.00%, take lower 020.25% (-55%) take higher 069.75% (+55%)
need a 11: normal 050.00%, take lower 025.00% (-50%) take higher 075.00% (+50%)
need a 10: normal 055.00%, take lower 030.25% (-45%) take higher 079.75% (+45%)
need a 09: normal 060.00%, take lower 036.00% (-40%) take higher 084.00% (+40%)
need a 08: normal 065.00%, take lower 042.25% (-35%) take higher 087.75% (+35%)
need a 07: normal 070.00%, take lower 049.00% (-30%) take higher 091.00% (+30%)
need a 06: normal 075.00%, take lower 056.25% (-25%) take higher 093.75% (+25%)
need a 05: normal 080.00%, take lower 064.00% (-20%) take higher 096.00% (+20%)
need a 04: normal 085.00%, take lower 072.25% (-15%) take higher 097.75% (+15%)
need a 03: normal 090.00%, take lower 081.00% (-10%) take higher 099.00% (+10%)
need a 02: normal 095.00%, take lower 090.25% (-05%) take higher 099.75% (+05%)
need a 01: normal 100.00%, take lower 100.00% (-00%) take higher 100.00% (+00%)

And perhaps more interestingly:

need a 20, effective d20 addjustment +/- 0.95
need a 19, effective d20 addjustment +/- 1.80
need a 18, effective d20 addjustment +/- 2.55
need a 17, effective d20 addjustment +/- 3.20
need a 16, effective d20 addjustment +/- 3.75
need a 15, effective d20 addjustment +/- 4.20
need a 14, effective d20 addjustment +/- 4.55
need a 13, effective d20 addjustment +/- 4.80
need a 12, effective d20 addjustment +/- 4.95
need a 11, effective d20 addjustment +/- 5.00
need a 10, effective d20 addjustment +/- 4.95
need a 09, effective d20 addjustment +/- 4.80
need a 08, effective d20 addjustment +/- 4.55
need a 07, effective d20 addjustment +/- 4.20
need a 06, effective d20 addjustment +/- 3.75
need a 05, effective d20 addjustment +/- 3.20
need a 04, effective d20 addjustment +/- 2.55
need a 03, effective d20 addjustment +/- 1.80
need a 02, effective d20 addjustment +/- 0.95
need a 01, effective d20 addjustment +/- 0.00

Dark Archive

1 person marked this as a favorite.

excuse the necro, but i’m going to suggest that if aid another in combat is not an attack action then it should not break invisibility.

so, either that, or you can fight defensively with it

richard


1 person marked this as a favorite.

Thank you, Thilo, once again :-)

All the best

Richard

Dark Archive

1 person marked this as a favorite.

I've just noticed this thread.

It's only taken 11 years.

I'm reading:

Eon, by Greg Bear,
Islam, the Essentials, by Tariq Ramadan,
and this thread.

Richard

Dark Archive

2 people marked this as a favorite.

I'm playing the second character in a row that somewhat resembles my daughter (Holly in Kingmaker then Xexilia in Wrath of the Righteous).

Richard

Dark Archive

1 person marked this as a favorite.

It's down to demand, as well as supply.

High level adventures aren't going to suit casual gamers very much.

I read somewhere that most RPG groups don't last longer than 6 months.

If you look at the reviews for the Paizo APs, you'll see many more reviews for lower level modules than for higher level ones, with particularly the first adventure getting more than the others.

Richard

Dark Archive

1 person marked this as a favorite.
Dale McCoy Jr wrote:
richard develyn wrote:

Just FYI, my plan for publishing adventures of different levels is:

1
1 2 3
1 2 3 4 5
1 2(in progress) 3 4 5 6 7
etc

Richard

Sure, I get that. But here's the question: Is the 250+ level 1 adventures enough or do you need more? How about level 2? And level 3? When is the number of available adventures too small for you to find one that you feel would work with your game?

I don't know, Dale. All am I saying is that this is the strategy I went for - emphasise lower levels but gradually get higher.

Sales-wise it seems pretty even at present.

Richard

Dark Archive

1 person marked this as a favorite.

Just FYI, my plan for publishing adventures of different levels is:

1
1 2 3
1 2 3 4 5
1 2(in progress) 3 4 5 6 7
etc

Richard

Dark Archive

1 person marked this as a favorite.

I would have thought, though I may be wrong, that there's a greater market for low level adventures because they require less Pathfinder expertise to run or play in.

Richard


1 person marked this as a favorite.

It is basically Golarion, so Inner Sea Gods (or here, excluding the Green Faith).

The Servitors all come from chapter four of that book. There's one per Inner Sea God - hence 20 of them.

The terms of the 3pp licence means I cannot refer to the gods themselves by name as a publisher - but you can, of course, when you're running it :-)

I always imagined Holy Island would be a great introduction to the Golarion pantheon.

All the best

Richard

Dark Archive

2 people marked this as a favorite.

(applied to any RPG, in fact)

The magic happens when everyone playing the game so supports and enhances their joint imaginative experience that the actual physical location of where they are playing becomes pretty much irrelevant!

Richard

Dark Archive

1 person marked this as a favorite.

Thank you very much for your comments and for sharing your playing experiences with us.

You made my day, actually :-)

w.r.t your comments within your spoiler area:

I love the time-travel arc that you used with the phistophilius.

I sympathise with your player who felt that they'd done something horrible without really being able to do anything about it. As you know from reading the adventure this is deliberate, and it's part of why I consider the adventure to be horror. It's not a happy ending.

In contrast, of course, Seven Sinful Tales does have a happy ending, though I note with interest that Enzeitgeist found it a bit saccharin for all that he liked the adventure!

Funnily enough I'm faced with a similar quandary in the adventure I've almost finished writing called World's End. I like to play with variations on the "and they all lived happily ever after" ending, but it always leaves me feeling a bit uneasy.

On your other points:

Of course, shortening the bit in Sans Secours, and any sort of adventure tailoring is always a good idea. The reason Sans Secours is so long is because it takes that long to acclimatise to the altitude (!) Your point about the caryatids is also well made. The PCs need to venture in several times on different days to get the way the whole thing works. You could, of course, have them vary more often than that - maybe switching over every few hours, if that suits the players better.

Once again, really grateful for your comments and I look forward to hearing your experiences with my other modules!

All the best

Richard

Dark Archive

1 person marked this as a favorite.
BigNorseWolf wrote:
richard develyn wrote:

Actually, I'm in a Kingmaker campaign with them, so we're constantly having wilderness encounters at unpredictable times of the day.

Ruchard

You've wandered into the PFS section of the boards, and while you can play that with kingmaker (i think) that sort of encounter tends to be the rarity.

Oops :-)

Actually, we play our APs using PFS rules, because we see PFS as providing a sanity check on the Pathfinder rules.

Richard

Dark Archive

2 people marked this as a favorite.

Made number 3 in Endzeitgeist's top 10 list for 2015.

See:

http://endzeitgeist.com/ezgs-top-ten-2015/

Richard

Dark Archive

1 person marked this as a favorite.

Shelyn 'cos I fancy her.

Dark Archive

1 person marked this as a favorite.
Grey Lensman wrote:
The rankings seem to favor one big release over many successful, but not so big ones.

I think the only way you can really find out what the most popular 3PP products for pathfinder are is for the 3PPs to publish their sales lists.

Richard

Dark Archive

3 people marked this as a favorite.

Isn't this a specific case of the more general "should you change an adventure to suit the PCs?"

"If the PCs are so good at finding traps, should you make the traps harder?" is just the other side of the coin to "If there is no trap-finder, should you remove the traps?"

Personally, I like to run as is, and let the PCs rise to the challenge of producing a well-balanced party that can deal with everything, not just be brilliant at some things and rubbish at others.

Richard


1 person marked this as a favorite.
Owen KC Stephens wrote:

The other factor that prevents this from being an accurate view of even most popular product is that it assumes time spent on the top Ten list = most sales over lifetime of product.

But certainly I have had some things that never hit the top 10, but have sold fair numbers month-in, month-out, for years and years and years, which means they were bought by more total people than many of my top-ten recipients that then had a normal dropoff to lower sales after 90 days or so.

Just not all at once.

But it's still INTERESTING data.

That's what happens with me too. 10 people bought Horn of Geryon in the GM's sale this week even though it's been out for over 3 years.

Richard


1 person marked this as a favorite.

This is a 5th level adventure consisting of seven short stories linked together by a number of themes.

You can find it here:

http://paizo.com/products/btpy9kbu?Seven-Sinful-Tales

When seven 13 year old kids inadvertently summon the PCs over to their land by simultaneously making a wish in the middle of a stone wishing circle, the PCs have to figure out what those wishes are and sort them out in order for them to return.

As they soon discover, each young person has been let down by their parents in some way relating to one of the seven deadly sins. Sorting out all seven problems takes the PCs into troll-infested woods, hunting hippos on a raft, breaking into a pyramid in the desert, infiltrating a city's drug den, and so on - i.e. there's plenty of variety here.

Hope you enjoy it.

All the best

Richard

Dark Archive

1 person marked this as a favorite.
dire rugrat wrote:
Four Dollar Dungeons wrote:
I'd just like to repeat the invitation that I made on another thread on this subject that if anyone would like to review one of my adventures then please drop me a PM and I'll send you a review copy.
Richard, do you find many people actually write the review? We did this with the two products we've released and some people were awesome. (Shout out to Lorathorn and Nicos for reviewing all our products so far!) Some people took the "review" (aka: free) copy and split. Maybe we'll see a review from them one day... but I was wondering if you find the same thing.

One thing I haven't done is send out review copies to all featured reviewers on OBS. The only person who gets an automatic copy is Thilo (endzeitgeist).

After that, most of the reviews I've had have come from people who bought the adventure normally and then wrote a review. I haven't had that many people take me up on my offer of a free review copy, but all those that have, have delivered a review.

And very grateful I am to all of them too.

In my case it probably doesn't make sense for people to sneak themselves away a free copy of a product that only costs $4. Especially an adventure. Anyway, happily, I haven't seen that happen.

Richard


2 people marked this as a favorite.

I'd just like to repeat the invitation that I made on another thread on this subject that if anyone would like to review one of my adventures then please drop me a PM and I'll send you a review copy.

Many thanks and all the best

Richard


2 people marked this as a favorite.

(if you find yourself reading this post in many places - my apologies, but it is a significant moment for me)

This month The Horn of Geryon passed its 200 sales mark, which by general 3pp standards classifies it as a "hit".

2 1/2 years on people are still enjoying this "treasure island" type tale that begins with an innkeeper asking the PCs to find his daughter's missing rabbit.

(which was inspired, incidentally, by my daughter and her stuffed toy rabbit - called "rabbit" - which at the age of 23 she still goes nowhere without)

Anyone who loves Dr Who might also have noticed the strong connection between this adventure and the Dr's first encounter with the Daleks back in 1963 (Snakero -> Skaro, etc). I'm a big fan of the classic series and my adventures are full of references to the old black and white stories.

So in conclusion I would like to take this opportunity to say thank you very much to the 200+ people that have bought this PDF, as well as the other adventures that I have written.

And as a general note - purchasers vote with their wallets. Your support of the 3pp scene encourages, inspires and guides the material that we produce. Buy the things you like, and you'll make sure that more of what you like gets written.

All the best

Richard Develyn

http://shop.d20pfsrd.com/collections/four-dollar-dungeons,
http://www.rpgnow.com/browse/pub/5369/Four-Dollar-Dungeons, and
http://paizo.com/companies/fourDollarDungeons

Dark Archive

1 person marked this as a favorite.

This month The Horn of Geryon passed its 200 sales mark, which by general 3pp standards classifies it as a "hit".

2 1/2 years on people are still enjoying this "treasure island" type tale that begins with an innkeeper asking the PCs to find his daughter's missing rabbit.

(which was inspired, incidentally, by my daughter and her stuffed toy rabbit - called "rabbit" - which at the age of 23 she still goes nowhere without)

Anyone who loves Dr Who might also have noticed the strong connection between this adventure and the Dr's first encounter with the Daleks back in 1963 (Snakero -> Skaro, etc). I'm a big fan of the classic series and my adventures are full of references to the old black and white stories.

So in conclusion I would like to take this opportunity to say thank you very much to the 200+ people that have bought this PDF, as well as the other adventures that I have written.

And as a general note - purchasers vote with their wallets. Your support of the 3pp scene encourages, inspires and guides the material that we produce. Buy the things you like, and you'll make sure that more of what you like gets written.

All the best

Richard


1 person marked this as a favorite.

An insightful and thoughtful review by Pathfinder's most prolific and well respected reviewer.

http://paizo.com/products/btpy9dhm?Holy-Island

Richard

Dark Archive

1 person marked this as a favorite.
Chemlak wrote:
One review, ready, willing and able!

Thank you very much for your review which I thought was very fair, very reasonable and very well written.

I'm pleased you liked the maps. I don't consider myself any way a good map maker but I do the best I can. I will have to revisit it for the mistakes, though, and release an update.

Your point about "read-aloud text" embedded within the GM text is something I struggle to get right. I don't like read-aloud text either, because I think it makes the adventure feel like a narrative with a rigid progression, and it sort of straight-jackets the GM, but I know you have to try to make life easier for the GM too and I'm constantly trying to think of ways of presenting my prose so that the GM can:

a) easily find the bits to read aloud to players,
b) easily find the rules-related bits when the players start doing things, and
c) be able to read the prose from start to end in a way which flows and conveys the feel of the place.

It's quite a challenge!

With encounter balance, it's a funny thing because you have to present the right number of encounters at the right CR level to give your PCs enough experience to go up a level. That tends to be around the 4/6/2/1 spread for APL/APL+1/+2/+3 or 1/2/3/4 for a level 1 party. That spread gives you 13 encounters, which I tend to think is about right. However, you're right that in these early days I was a bit tough. More recently I've gone for the approach of designing over-CR for in the APL and APL+1 region, leave APL+2 as they are and helping out with the APL+3.

It's all a balancing-act / continuous learning thing and feedback, like yours, is very appreciated.

I think I can see that what I set out to do more than anything else, provide "real" (as much as possible) characters and places, resonated well with you as they did / continue to do with Endzeitgeist. That's what I enjoy about the game the most - it's what gives me that fantasy escapism that's so addictive in FRPGs. And in essence that's what I try to share that with the GM when I write - to tell them what's going on and why as if somehow the modules was "real" (as much as possible).

This was my first attempt and I think / hope I've got better as time's gone on. Once again thank you for taking the time to write this review, and I'm really pleased that you ran it. If you would like a review copy of any other of my adventures then please drop me a PM.

All the best

Richard

Dark Archive

1 person marked this as a favorite.

Is this a good idea?

Should it replace Tempest Rising?

Should it be played alongside Tempest Rising to make a double-length 2nd part of the AP?

Any other ideas?

Cheers

Richard

Dark Archive

2 people marked this as a favorite.

Celebrating 100 sales today.

(which, in case anyone is wondering, is a significant milestone for a 3pp adventure)

Richard

Dark Archive

1 person marked this as a favorite.

I've been playing for even longer (I started in 1980).

The sort of thing that keeps my interest going is the sort of thing that I write.

(I guess that's not surprising, - otherwise why would I write it? :-) )

So I'm rather shamelessly going to suggest you take a look at my material, in particular Dance Macabre, which I think had a very interesting review, and Holy Island, which I recently released, and which is strong on RP.

Obviously, I'm not the only person trying to write what I think of as "progressive" adventures - i.e. ones which try to explore life a bit, perhaps aimed at someone who is trying to get more out the experience than just killing monsters and taking treasure, and I hope other people will jump in to this thread and provide examples of other adventures which try to do the same.

Richard


1 person marked this as a favorite.
Goznaz wrote:
Four dollar dungeons. Endzeitgeist has done better reviews for these than I ever could. Read. Buy. Play. Repeat. Especially Marina and the upcoming holy island.

Many thanks :-)

Holy Island is out now, BTW:

http://paizo.com/products/btpy9dhm?Holy-Island

Richard

Dark Archive

1 person marked this as a favorite.

I always buy all of these.

One recommendation though, we need pawns for things like the servitors described in Inner Sea Gods and possibly other creatures that might have slipped through the bestiary net as well.

Richard

Dark Archive

3 people marked this as FAQ candidate. 1 person marked this as a favorite.

HeroLab has resurrected this question in my mind with the addition of polymorph spells as spell-like adjustments.

(Bravo to them, BTW)

The question in my mind has always been what do you lose when you change form.

The official rules answer has always been (unless this has changed) that there are too many cases to enumerate.

Could we not just use the guideline, though, that form-based abilities are defined as those abilities that a polymorph spell can *give* you.

(Not including, incidentally, characteristics changes, which seem to be something totally unrelated to form which a polymorph spell more or less gives you incidentally.)

So, for example, energy resistance is in, spell resistance is out.

Does that sound reasonable?

Richard

Dark Archive

1 person marked this as a favorite.

I think a more interesting question (for me anyway) is whether players should plan their characters with foreknowledge of what's coming ahead.

The problem with this is that if, for example, a GM kicks off a giant-killing campaign, and players produce giant-killing PCs, what happens when half-way through the campaign the AP goes into an undead theme for one of the modules and the PCs aren't set up for it?

Do the PCs then have the right to complain to the GM that they were misled?

Does that mean the GM should have told them, say, "this is a giant-killing campaign but round about 8-10th level expect to have to deal with undead"?

That doesn't seem right to me.

Richard

Dark Archive

1 person marked this as a favorite.

I like to plan my characters well ahead, possibly up to 20th level, including equipment.

It's the equipment part, actually, which I find the most useful, because it tells me whether I should think about keeping or selling the loot which we find in our adventures.

I don't see anything wrong with this from an RP pov either. I plan my real life in much the same way - particularly education and career - so why shouldn't an RP character do the same. Of course, things rarely go to plan, but having an idea about your direction seems like a good thing to me.

Richard

Dark Archive

1 person marked this as a favorite.

I would suggest an anonymous donations system a-la wikipedia (I'm not sure if those are anonymous but I think anonymity would be best).

Could do more than one thing, of course.

Richard


2 people marked this as a favorite.

Thilo sets the quality that we all aspire to, so as well as providing a bridge between publishers, particularly small ones such as myself, and customers, he also pushes up standards.

He also puts in an amazing amount of time and care in his reviews which make them great to read for publishers as well. As writers, we all reach out to the community with our thoughts and ideas, and Thilo is fantastic for answering us back.

I always look forward to reading his reviews of my products, and I too use his reviews of other people's products to inform my purchasing decisions.

Richard


1 person marked this as a favorite.

I thought for once I would announce this here.

Here's the link:

http://paizo.com/products/btpy99xg?Dance-Macabre

This is an investigative adventure, mainly set within the bounds of an opulent town called Twisted Bridge. After the initial wilderness parts during which the PCs gather their first set of clues, the adventure turns into a sandbox-style investigation within the town itself (i.e. there is a PC-key to the map of the town which you can give to the PCs with the map whilst keeping the GM-key to the town for yourself).

There are plenty of RP opportunities without being RP dependent. The PCs have real freedom to do what they want whilst at the same time you as GM can take control of the pace of the adventure by deciding when the climax should take place.

And, indeed, there are plenty of macabre elements here which I hope you and your players will find both interesting and amusing.

All the best

Richard

Dark Archive

2 people marked this as FAQ candidate. 1 person marked this as a favorite.

With this combination, where does your familiar need to be for you to be able to commune with it?

It's been asked before but it seems more important now.

Richard

Dark Archive

1 person marked this as a favorite.

3PPs will tend to gravitate towards where there is most demand. They would still explore niche areas if consumers bought those particular products so as long as there is interest you wont lose that part of the 3pp product line.

As to your other point - well, my experience with Glorantha was that when Greg Stafford bowed out for a while (for whatever reason, probably commercial but I really don't know), the fans moved in and wrote loads of Gloranthan material. Then Greg came back and took up the reigns again, and everyone went with what Greg did because it was his world. The writers who found their material over-ruled got a bit fed up from time to time but it was just accepted that this was the risk that you took writing for a world you didn't own.

And I'm pretty sure Greg didn't feel that his hands were tied in any way by what other writers had produced.

I don't think that there would be very many fan-wars about what version of Golarion was the right one. Paizo's Golarion will always be the right one.

Richard

Dark Archive

5 people marked this as FAQ candidate. 2 people marked this as a favorite.

A bit of a funny this one ...

What happens if I fall 20' onto a swarm of spiders?

I know I take 2d6 damage, how much damage do the spiders take?

Richard

Dark Archive

1 person marked this as a favorite.

Anybody fancy commenting on Reign of Winter and Skull & Shackles?

I thought they'd be two of the best but no one is recommending them here.

Richard

Dark Archive

1 person marked this as a favorite.

In my opinion most role play happens between the PCs. It doesn't require any great skill, acting or what have you, it's just naturally what happens when people get into character (or, at least, suspend disbelief and pretend to be in the fantasy world).

The difference between a non-RP and an RP encounter is frequently as simple as whether the monster jumps you (non-RP) or whether you see it in the distance and plan for it (RP).

I think RP gets a bit of a bad name when presented as some sort of formulaic "socialise-at-party" or "question-the-suspects" or "work-out-the-traitor" conundrum with a right or wrong answer. RP is very subjective and the module writer needs to be quite careful about deciding what is good or bad RP. This is one of those things that really belongs in the realm of the GM to decide with a view on his own players. As a writer your best bet is to present RP in support of encounters and story-telling but always allow for the fact that players and GMs might disagree with your views and go in a totally different direction.

Additionally, skills like diplomacy and intimidate are there for people who don't want to RP. I find them a bit frustrating, myself, but I accept that they're there. In fact I've just written the following paragraph in the module I'm currently writing:

"From a game point of view, reading the intimidation rule too literally will replace a great part of the interaction which takes place in an investigative scenario with a few simple dice rolls. This can be good if your players are getting frustrated with the adventure but I personally would suggest you try role playing before rolling the dice."

Richard

Dark Archive

1 person marked this as a favorite.

(not in answer to anyone in particular)

Role playing encounters shouldn't have prescribed outcomes.

The whole point about role playing is that you should be allowed to do whatever you want. There shouldn't be a "right" thing to do.

Role playing encounters fail when the players feel forced to role-play something which goes completely against their nature.

This isn't the fault of "role play" as such, it's the fault of the module.

Non-RP, i.e. combat, encounters are much easier to design, of course. The players generally only have one thing they can do: fight. And there is only one desirable outcome: win.

Richard

Dark Archive

1 person marked this as a favorite.

I had a quick look at Midnight Isles and saw it once - but I take your point.

Richard

Dark Archive

1 person marked this as a favorite.

A humanoid creature killed by a shadow becomes a shadow under the control of its killer.

If this new shadow then kills a humanoid, that humanoid becomes a shadow in control of the shadow that is in control of the original shadow.

This puts most shadows in positions of middle management. Since there doesn't seem to be a way of "firing" your subordinates, I imagine that once you've got 100 shadows working for you, and you're one of a 100 shadows working for your boss, you're going to have a nervous breakdown.

If I was a shadow, I'd rather hide in the ruins and go "boo".

Richard

Dark Archive

3 people marked this as a favorite.
Ross Byers wrote:

If you have money in the bank, then you should understand why a rational creature might have some of its wealth in cash.

Monsters should not buy gear as if they expect to fight for three rounds and then die. Because if a rational creature thought it was going to die suddenly, it wouldn't be buying a +1 armor item. It would be choosing a life that avoids adventurers. Monsters that like to fight and buy gear accordingly do so as if they expect to win. And 'winning' means they have a future.

It's a fair point, except that adventures don't tend to go charging through Abyssal suburbia pulling demonic clerks out of their demonic 3-bedroom semis and slaughtering them for their demonic play stations and jewelry boxes.

The demons that adventurers meet will be the equivalent of mercenaries / professionals who have indeed put most of their wealth into survival.

Richard

Dark Archive

2 people marked this as a favorite.
MagusJanus wrote:
It's also canon with some of them (particularly demons, who are mass-produced by the Abyss itself).

I think "uniformity" and "Abyss" are contradictions in terms :-)

Richard

Dark Archive

2 people marked this as a favorite.
Aelryinth wrote:

Ashiel, remember that your standard of running fiends is converting treasure to gear, and shifting feats to make them more dangerous. Yeah, that alone raises the CR over the core fiends by +2-3, right there.

So, it's not 'If a GM knows what they are doing.' You're also customizing monsters that are by their nature mass-produced. That changes a lot right there.

==Aelryinth

Monster's being "mass produced" sits uncomfortably with me, I must admit.

I see the bestiary as providing examples of particular creatures, not rigid templates.

If swapping one feat for another changes the CR for a monster, then it also changes the level of a PC.

If PCs can customise their characters as much as they like and still be considered the same level in the whole APL vs CR balance check, then the same has to hold true for monsters.

I also think that the CR of a monster should allow it to use its equipment.

Perhaps the best way to decided whether a monster is over or under CRd is to compare it with a PC of the appropriate level, appropriately customised (!) and appropriately equipped.

Richard

1 to 50 of 91 << first < prev | 1 | 2 | next > last >>