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![]() Disciple of Sakura wrote:
Ok, this is how you do it: 1. Don't allow dragonborn or tieflings as player characters. Gnomes aren't plentiful in Golarion, but if you really want one, then use the template in the back of the MM.
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![]() It's all very clear. Some people like 4th edition, some people like 3.5. People who like 3.5 are annoyed by 4th edition. People who like 4th edition are annoyed that they can't convince friends to join them. Hence big and lengthy debates for ever and ever. And whoever was talking about the story of the White Dragon and the wizard needs to read the rules of probability. It simply isn't worth arguing the point tbh. For a start the young white dragon is a party mob, so a wizard would not be soloing it, anyway. Even saying this, the wizard would very likely survive a round or two's attacks and with a healer or warlord, longer. In 3.5 a 5HD white dragon would easily wipe out an entire 1st level party with one breath, even if they saved. Back to the original question. The answer is absolutely nothing. 4th edition is no less flexible than 3.5. It's an RPG, so if you want to do it, you can do it. You don't need a rulebook to tell you. Bards, barbarians, druids all exist in the monster manual in some form and this will be cemented in PHB2. All NPCs are handled as monsters now. Creating new powers for monsters is incredibly easy. Even I can do it and have done it for Crimson Throne. How long did it take? Not long. What about balance? Can I be sure the powers are balanced? It's all in the DMG. Can Queen Ileosa be a bard? Yes. Does she need to be a bard? No, because as roleplayers we can change things. We have that power to imagine something different, solve problems and make things good from bad. We just need to want to do it and therein lies the problem. ![]()
![]() Saern wrote:
While I agree wholeheartedly with your comment on capitalistic society, I think you're misguided, when you say that Wizards are only interested in money. That may well be the end product, but World of Warcraft was a success for many reasons amidst a whole bunch of MMORPGs, which didn't do the same thing as well. Clearly D&D had much to learn from the premier gaming brand and therein lies much of 4th edition's change in focus. One of the biggest problems for D&D is that getting a group together is tough for most people. Therefore an on-line offering for D&D simply is a huge benefit to players and potential players, as there are so many more hundreds of players to link up with. So, creating a more modern game, building on market knowledge and with a vision towards long-term internet play, Wizards have done its consumers a big favour. True, there will be some casualties and those people sticking with 3.5 are no less D&Ders than 4th ed players. If there are plenty of them (and James Jacobs seems to think there are), then they won't lose out in new products either. So, all in all, there will be casualties, but many people like the new edition and I believe they will be able to mould it to their play style as they get used to it. Soon DDI will add even more options to gamers worldwide. Is this so bad? ![]()
![]() Actually adding more rolls ADDS skill and removes luck, without removing it entirely. It's a great system, where there is tension when a thief picks a lock, not just one flukey roll. Challenge your players to think how they can use their skills to assist the progress of the skill challenge and you may eb surprised how well they respond AND also how it stimulates roleplaying far more than the old 3.5 system. Thumbs up! ![]()
![]() houstonderek wrote:
I agree completely with the spoiler in this comment. Keep on the Shadowfell and Rivenroar are both "let's get to know the rules" adventures, deliberately set up not to scare people off who have never roleplayed before. Something like Crimson Throne is far more complex and is targeted at experienced players. Burnt Offerings I felt also was too gory at points and unsuitable for new players. I also don't agree that Wizards wrote no decent modules. Some were fine. Let's keep our minds open and keep tabs on what they produce. Thunderspire to me is a fine adventure and much more challenging than Shadowfell and I am sure that the adventure quality will only improve. Bear in mind too, that 4.0 hasn't got any templates for adventure-writing as yet. The ruleset is capable of handling anything, but it does it in a different way and whoever writes modules for 4th edition will have to get to grips with this over time. Again, there is clearly a deliberate ploy to include combat in these early adventures, as this is the main difference between 3.5 and 4.0 and few people are saying that the combat is worse. It's good and fun and I know players have enjoyed playing Shadowfell, a module, which is of a high quality. There's very little in it I would criticise and even the best Paizo modules have their own foibles. I'm excited about the new products coming up, especially the FR modules, and I hope that we see some more intellectual stuff coming in soon, to suit experienced players. Let's hope too that our favourite Paizo bite the bullet and make some 4th edition adventure paths in the near future. That's where the money is. ![]()
![]() We just managed to "finish" the module, which was felt by the group to be a little too hard, although one has to say that circumstance did cause much of this. Here are some of the things that happened, which were "unscripted":
Spoiler:
a) The group were caught by the guards breaking into the Reliquary in broad daylight and had to be bailed out by the Pathfinder Society b) The group mistrusted Lonicera, but not enough not to take her with them, but enough to not take her advice c) The group were too scared to read any of the writings in the pyramid d) The group scraped through in the battle against the dragon, but, perhaps rather bullishly challenged the rival party, before they had had a chance to heal up and were wiped. e) I ruled that they were left in the pyramid to die and without the means to escape (other than through the telescope) by the rival party f) They managed to beat the weighing trap and its Pharaoh, but then were wiped again by the vampire Pharaoh, barely escaping with anyone with any HP g) They healed up and tried again and lost again - basically they were entering through the secret passage and there was no room to attack the vampire more than 2 at a time. h) I ruled the second time that the vampire Pharaoh's victim would rise as a vampire spawn and one by one members of the party turned into vampires (I know not in the rules) but the group came within 5hp of killing it. So, the party ended up vampires in the service of the vampire "Numbers" Pharaoh. We played this one on-line and it was perhaps a little complex for this situation. L liked the module, but would reconsider again whether a similar type of module was suitable for on-line play (through Fantasy Grounds). I also felt that the group played the module quite well, but they were punished for only very minor transgressions. They were a "low power" group, which did not assist too.
I hope they enjoyed it anyway! ![]()
![]() Ok, since people have been so generous with their ideas, here are mine:
Spoiler:
Harrow point uses: Reroll initiative +1 to reflex attacks for an encoutner +1 to AC/Reflex defences for an encounter (max +3) Add one to speed in an encounter (Max +2) Drain spider (Deathjumps are too hard I would say)
Gaedran Lamm
The crocodile is as per the MM (L4 soldier) Hookshanks is a gnome skulk, as per MM
Yargin
All the Lambs are human rabble, except they do only 2 damage. Treasure - well you can almost use it as is, with the amounts cut down by about 50%. I will certainly use the oils as encounter items (to add crits on 19-20) Jigsaw shark
The dog was just a standard wolf. His presence causes the Lambs to do more damage (+1)
That's as far as I've got so far. I may ramp it up a bit, since we have 6 in the group. Maps are cramped, but probably realistic. ![]()
![]() I have just started running this module/campaign in 4th edition and was wondering, if anyone else had thought to do the same thing? The alignment issue is one we have had to resolve, but otherwise it all seems reasonable. One thing that I am finding is that all of the Paizo modules are based on smallish, one might even say cramped, maps, which makes the much more versatile 4th ed combat a little hard to take advantage of. Still, cramped is cramped and the players will adapt, I am certain. Is there a thread anywhere, where people are helpign with these 4th edition conversions? it would be great to have some unofficial assistance with this, so the very worthy Paizo modules can be played in the new rule system. |