Playtest Results: Funeral Procession


Alpha Release 3 General Discussion

Sovereign Court RPG Superstar 2009 Top 32

I have concluded our first playtest game yesterday. We had three players, and used the Alpha 3 rules. Here is the points i jotted down:

* Character creation: Point Buy was not quite as liked, most players would have liked some roll system. However, giving them 20 points gave a rather rounded set of characters with relatively nice strengths and weeknesses.

* Changes to the skill system were generally well-received

* We focussed on Melee characters for this game. We had a fighter, a barbarian and a monk. The monk was behind in overall damage to the other melee characters, but used its stunning fist attack for good effect.

* Character creation went relatively smooth, with little confusion about the new rules

* First combats showed extremely high damages, in excess of what i would usually expect from first level characters.

* Some concerns were voiced if more variety is introduced in Beta or release (more monk styles, ...)

* New XP table and level progression were very nice. The "quick XP" chart in particular made awarding XP less painful (its simple math, but try it with several people talking about other matters at the same time

Our next game will be set at level 15, to see how the game breaks at higher levels


TerraNova wrote:
* First combats showed extremely high damages, in excess of what i would usually expect from first level characters.

--> What do you think was the cause of the high damage? Was there a particular feat or class ability that seemed to help a lot? What level were you playing?

I would've thought that damage would be about the same, at least at low levels (weapons haven't changed, 1st level fighters and barbarians haven't really changed).

Liberty's Edge

I'm running a tricked out Funeral Procession; used some of it as a chassis for my own game,...
Funeral Procession spoiler(s)

Spoiler:

Reeeeeally dug the Vanderhoffs; I'm getting good mileage outta those goombahs...
I noticed that the Vanderhoffs are all rogues; how did the rogue class bear up?
Oh, and I made one of the Vanderhoffs a weresawfish. Heh heh...

Sovereign Court RPG Superstar 2009 Top 32

The combination of relatively high strength scores (due to the point buy rules, and the "any attribute" bonus lead to a very effective combination of "Overhead chop" and "Power Attack". Unless i got something wrong, there nice (or not so nice) multiplicative effect.

I do not think this will cause much of a problem, since Overhead Chop prohibits you from making an iterative attack, so this feat should lose some of its impact on higher levels.


TerraNova wrote:

The combination of relatively high strength scores (due to the point buy rules, and the "any attribute" bonus lead to a very effective combination of "Overhead chop" and "Power Attack". Unless i got something wrong, there nice (or not so nice) multiplicative effect.

I do not think this will cause much of a problem, since Overhead Chop prohibits you from making an iterative attack, so this feat should lose some of its impact on higher levels.

Aren't those both combat feats or am I wrong? If yes, they can't be used together.

Grand Lodge

Gurubabaramalamaswami wrote:

Aren't those both combat feats or am I wrong? If yes, they can't be used together.

Nope, Combat Expertise, Deadly Aim, and Power Attack are all (General) feats. Pgs 66 & 67 for reference.

Sovereign Court RPG Superstar 2009 Top 32

Regarding a set of spoily rogues: Sadly, they did not hold up too well. Since the party was treating them as extremely high priority targets, they went down too fast to get anything fancy done. Might have something to do with not having enough mooks to play around with - although the one sneak attack that got through was satisfyingly devastating.

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