Archade's Playtest #3


Alpha Release 2 General Discussion

Dark Archive

Using most of the Pathfinder Alpha rules, we continued playing through Edge of Anarchy, now heading into the Dead Warrens to handle Vreeg and recover Gaekhen's body.

The players fought Vreeg, and the cleric (using the old Strength domain rules) cast Enlarge Person on himself and grappled Vreeg to keep him from flitting about. This went very well, and especially the rules detailing being able to place your opponent anywhere adjacent -- the cleric grappled the flying Vreeg, pinned him, and then moved him to ground level to allow his friends to bludgeon him into unconsciousness.

However, the players showed a great deal of dismay that even while grappled, Vreeg kept firing off spells, and then when pinned, fired off spell-like abilities. I think that's just a surprise at how the rules work, though.

Again, with 0-level spells being unlimited, the cleric made extensive use of the Guidance spell.

Dark Archive

Oh, another couple of thoughts ...

As an attempted house-rule, we tried Tumble being a DC of 10 + CMB ... people had a very hard time tumbling past the owlbear skeleton given it's high strength, which felt a little wierd -- I'd be willing to keep trying this, but the Owlbear's CMB was +8, if I recall correctly.

Also, the party continued to use Zellara's Harrow deck to identify things willy-nilly on the fly. Sadly, the party has no sorcerer or wizard, so the items they found weren't immediately useful.


Archade wrote:

The players fought Vreeg, and the cleric (using the old Strength domain rules) cast Enlarge Person on himself and grappled Vreeg to keep him from flitting about. This went very well, and especially the rules detailing being able to place your opponent anywhere adjacent -- the cleric grappled the flying Vreeg, pinned him, and then moved him to ground level to allow his friends to bludgeon him into unconsciousness.

However, the players showed a great deal of dismay that even while grappled, Vreeg kept firing off spells, and then when pinned, fired off spell-like abilities. I think that's just a surprise at how the rules work, though.

Again, with 0-level spells being unlimited, the cleric made extensive use of the Guidance spell.

Interesting how the grapple worked. I agree with being able to fire off spells and whatnot when grappled otherwise it becomes an instant kill for the PC's basically.

And I don't know the exact wording off hand but can you PIN an opponent that isn't already at ground lvl? I believe you need something to pin them against otherwise it's still a grapple. Not sure on this one but being able to pin in mid-air doesn't seem right.

Sovereign Court

next time try tumble as 10+BAB

Dark Archive

-Anvil- wrote:
And I don't know the exact wording off hand but can you PIN an opponent that isn't already at ground lvl? I believe you need something to pin them against otherwise it's still a grapple. Not sure on this one but being able to pin in mid-air doesn't seem right.

Actually, that was a question -- I looked at it as a non-issue, since a pin is just holding someone tighter .... we joked about the enlarged cleric slamming the derro up against the ceiling, though.

Dark Archive

lastknightleft wrote:
next time try tumble as 10+BAB

Our group was using 10 + Reflex Save modifier, which was ideal, but then Jason came up with this wacky CMB idea ... we were trying 10 + CMB to see how differently Tumble worked ... the answer, pretty different, so far.

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