veyren's page

Organized Play Member. 5 posts (6 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character.


RSS


Wow this exploded! There are so many great ideas.

Yeah its confirmed, they are going to coordinate the cheesiest of the cheese.

I am not sure how much I should post of what I am going to use in the case that the party reads this topic. I am already planning on implementing much of what you all are suggesting. Especially the more general advice of attrition, resource exhaustion, diversity, action economy and environment working against them. I'll opt to fill you in on the specifics as they are used in game.

For an example of an idea they chucked out: They were thinking of going "Bathfinder" in investing their gold into water production wondrous items and all going aquatic races for a sort of home field advantage. Had they gone this route they certainly would have screwed themselves since there are going to be near infinite outlets for the water in the form of pocket dimensions and whatnot. Still, I am expecting some other sort of balls to the wall coordination on their parts.


Thanks @ Gargs and Inlaa. I'll be thinking about this at work today and check back when I can.


Consider this "The Purge" of Pathfinder games. We are just getting out of a low-magic, high political game where everything was very regulated and balanced by the DM. We're moving to a very dramatic game. So this transition game is going to be an adversarial deathmatch between the DM and the players, where we chuck surprises at each other and see who has the last laugh. I'm a little worried about over-killing it. I want only a fully optimized party that covers all their bases to be able to get through this baby, not for it to be impossible.


We have the type of people that normally shy away from things that are broken, but in this case its fully expected for them to make broken characters. Its kind of a less serious game, where they can work together to foil the DM's plans. My challenge is to make a dungeon that rewards diversity, and has a good chance to kill them if they don't surprise me in some way.

But yeah, they are starting at level 9.


Hello all. My group is transitioning between games pretty soon, so I suggested a concept for a 6 - 12 session HARD dungeon that I would run. I haven't really power gamed, or DM'd much past level 6, so I'll explain the format of this game and maybe you can help me with some diabolical challenges, and overall what to account for.

- All non-third party material allowed.
- The DM does not get to see the character sheets, it is self regulated
- Everyone starts at level 9, no background needed, commensurate starting gold, no item greater than 50% of this gold.
- Point buy of 35, Subtract (Race points - 10) from this.
- Character descriptions at beginning of game can be misleading for DM. i.e. the Fighter has an illusion up to make him look like the Mage.
- No ad-hoc adjustments for balance, I want to account for things ahead of time or they stomp the dungeon.
- Leadership allowed, though cohorts have 25 point buy.

So I want to make a very hard dungeon that would wipe non-power gamers, with the hope that it becomes challenging for this well oiled machine. I'm thinking it will have some mechanic that only allows a certain amount of beings in it, and that at a certain amount of deaths, the players fail entirely. This way, they can have an encampment of backup characters, but have an in game reason to swap out/replace.

Any and all advice would be appreciated. Whether it is things I need to account for before we start, or just mastermind level challenges.