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Lincoln Hills wrote:

I feel that's part of the memorability of earlier-edition D&D - not so much that the characters were less powerful (although that's true), as that the risks they ran were much higher. It wasn't enough to have a well-optimized character or even good team synergy; you had to play smart, and knowing that you (not just your character) had done well was part of the sense of accomplishment when you pulled it off.

clap clap

a lot of better words than mine


Blueluck wrote:
Some of the better adventures from the old days definitely offered a kind of puzzle that's no longer common. The modern game is vastly better, but the tone of adventures has changed over the years.

Is what i mean.

I love the game and i'm a path subscriber. I would love to have some old tricks and puzzles in modern game


Jeremias wrote:
Which is a good thing. I'm here to play my character. And if he is dumb, I won't solve riddles. If player abilities are everything, I'll just play a CHA- and INT-Dump fighter and use my own brain for everything.

I really do not agree, probably i have a different point of view cause a play from so many years.

You could even solve a riddle with your stupid warrior dwarf, of course in a different way and it became more difficult to RPG your dumb warrior and help your group.

The point for me is to put player brain power on character creation and sinergy or inside the game on different things than combat.


I do not know if it depends on the age or other.
Last Saturday I found myself with my old group and i mean the group with whom I started playing AD&D1 25 years ago.

We played a part of an old module of 1978 and could be for the ability of our old master that I can not compare myself in any way, but even if the plot was more narrow and there were nothing spectacular i found something i'm no more used to.
I'm speaking about that feeling of terror, the idea that each step may be the last, the riddles to solve or die...

I think balancing the game has gone us from testing the skills of the players to test the abilities of the characters.

If I'm wrong and you know about modules or paths so old fashioned that can be easily played with this century rules fell free to give me directions.


r-Kelleg wrote:

I'm Dming CoCT with 6players. I also removed xp and use the Sean K. Reynold "step system" level advancment.In this way I keep their character below the expected level of the AP.

is it working well ?


Tangent101 wrote:
I'd say just eliminate experience points. Instead, level up the players when the AP suggests they should be leveled up. If encounters aren't tough enough, add a class level or a hit die to an encounter.

I'm thinking removing XP too. I will try to leave them one level below and see how it gets make some little adjustment where is needed.

Really i do not want to add monsters, i can buff them but adding monster is equal to stealing time to PCs.


I looked around in the forum on advice on how to run paths for 6 players and i see the thing in really a different way.
A lot of people post conversions and so on.
In my opinion a group of 6 people should have encounters of about +1 or +2 encounter level.
It's not easier to leave the group one level lower than the AP suggested level instead of redesign all encounters ?

Some background info:
We are a really old group, full of role play madness, that play together from 1988.
I manage to test a pathfinder path with only four player and we recently closed COCT.

Now we will start skull and shackles with the full group:
- barbarian
- ranger
- fire focused sorcerer
- oracle
- summoner with eidolon but focused on personal melee fight (something like a weird fighter)
- bard

every one of us have a family and kids so i think usually we will play in 5 and i will try to house rule that pc disappear when the player is not on the table.

It's quite easy for me to change the monsters stat block on the run giving some bonus where they need it to make the fight difficult but fast. I love fights that end in 4 rounds, and i think that longer fights usually became boring.


I was wondering if the rogue of my group could use sneak attack on a demilich.

it seem really strange to me to let flank and make sneak attack on a floating skull.

Following the rules the only way i have to avoid this is using the telekinesis (su) to gain concealement.

My "problem" is that with precision damage my group will destroy the demilich in just two rounds and i think it could be more enjoiable to play different abilities than keeping concentration all the time till they move away


Tels thank you for your advice i will think about making encounters a lot more crowded.

We are old players, i started playing in 1987 and we play together from 1992 but we are new to pathfinder.
We play a lot rpg but we love tactics in combat so we try to mix the two.

the first encounter with sergeant lashton was managed too easily from the party and so i camed here to understand if there are working arounds on path conversion and so on.
I'm using an herolab converted files and Sergent lashton seemed to me really strong (all mounted talents and improved overrun) making 1d8+24 X 3 on a charge but it goes like that:

- skeletons go out of skarwall
- priest cast wall of fire on the first row of them (cr 1/3 skeletons had no way to pass the wall)
- sergeant flyed over the wall and charged the rogue making overrun putting prone rogue and cleric. Rogue got 87 hp damage
- sergeant went over 100 feet and turn to charge again
- rogue used a smokestick
- cleric casted stone wall in the smoke to block the bridge
- fighter make a move in front of the group and prepared to get the charge with a lance
- wizard cast haste on the group
- sergeant Lashton charged again making 91 hp damage to the fighter and being blocked on the ride by attack by the wall
- before turn go to sergeant again the nightmare skeleton steed was dead (and it has 33 armor !!!)
- another round and sergeant died

i think that using some gargoyles from the columns of the bridge could be usefull but i did not thinked about it during the session.
But i'm concerned cause the spirit anchors, do not looking to the demilich, will be overwhelmed too easily.

The thing really incredible to me is that the group is not too powered by magical objects.
They got only the ones in the path and craft only 3 or 4 enanchement (like making a cloak of resistance from +1 to +3 ...)


I have big problems with my group cause they are doing too much damage.

The setup is Fighter8/cleric3 Rogue11 Wizard11 Cleric11
They have worked togheter to give the fighter the best armor class possibile and currently is at 34 with ghost touch armor (getting it from History of ashes bonus)
Rogue and cleric keep always shield other active.
Rogue use a double weapon and worked on talents for it. One blade undead bane (getting it from History of ashes bonus) and other blade made by the wizard during their stay at flameford is ghost touch.

They can do quite easily over 120 damage per round and monster dies so quickly i have to struggle to find ways to give pressure on them and keep the game enjoiable.

There is any solution ?


Nether Saxon wrote:

If I recall correctly, any spell effects created by summoned creatures end immediately as soon the summoning spell ends. Also, the bralani could only cast blur on one party member per round, which would be a waste of it's resources in-fight.

However, using a level 5 spell to grant every party member concealment is not unbalanced - you might as well cast obscuring mist and be done with it. Don't punish your players for being creative. ;-)

i did not punished them and the fight went really well.

Crimson Throne spoiler::
I manage to cut time between waves making the encounter a no stop fight.
At some points there where 6 gargoyle, 7 Red Mantis and Cinnabar.

A lot of adrenaline and no tpk


i was thinking about using faerie fire against them...


[warning curse of the chrimson throne spoiler]

Hi,
one of my player want to use a mon sum V to summon Azata Bralani and then make it cast Blur on every party member.

Crimson Throne spoiler:

We are playing curse of the crimson throne and he thinked about this tactics to fight against red mantis.

They are near the big battle against them and i do not want to let him make a trivial fight with it.

What do you suggest ?


Vic Wertz wrote:
Start by looking here.

tks.

It's what i was looking for.


Hi i want to build an app for android tablet/smarthphone to use as character sheet.

the app will be free but i think i will put some ads on it.

i can't understand if i can use:

* name of feats and abilities
* description of feat and abilities
* name of spells
* short hand info about spells: range, target, school...
* full description about spells