Archade
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Okay, so we continued running a mostly-at-this-point-on-track version of COTCT and Pathfinder playtest tonight.
The big thing tonight was exploring Racker's alley, and dealing with vampires. I replaced the vampire spawn with equal CR nosferatu, and I need to report that their telekinesis ability combined with the combat maneuver rules are pretty nasty -- they were disarming people, ripping holy symbols out of hands, grappling people, shoving them around toy shops, etc. Nothing unbalancing, just a very interesting mechanic. Since this ability was 1d20 + 12 (CL) + 2 (Cha), beating 3rd level characters with the 15 + CMB target was pretty much a given.
The players were horrified to receive negative levels, and then relieved to find they could save each day until they went away. They're still scary, but taking away the permenancy isn't a horrible thing.
Wandering into dingy alleys wasn't an issue, as the cleric cast light on his shield (ad nauseum).
Identify continued to handily identify everything (the ring of jumping and the pipes of haunting) with a minimum of fuss (I still think it's too easy at DC 15 + caster level).
Archade
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Third level? Shouldn't they be 4th by that point?
It's a larger party, so the xp has been spread thin a bit. But with the larger party and the Pathfinder small power-up, they're still holding their own (although it is mighty scary).
As well, a couple of characters missed sessions, and being in a city, I have the characters sit out if it's possible. So they missed some xp.
I'd like to point out that nosferatu replacing vampire spawn are not mooks, being able to use CL 12th telekinesis, regardless of the fact if they are 2nd level fighters ...
As well, two of them just reached 4th level at the end of the session, and the rest are very, very close.
tadkil
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I am looking at having my playtest group run D1 because they are going to lag behind in XP compared to a tradional 3.5 xp climb. I have a six person party and I don't think they can get far enough up level fast enough without additional ecnounters. Are you using the new XP table? I am trying to model teh medium advancement path, although my players have talked about using the slow path so they can roleplay in Korvosa more.
Archade
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I am looking at having my playtest group run D1 because they are going to lag behind in XP compared to a tradional 3.5 xp climb. I have a six person party and I don't think they can get far enough up level fast enough without additional ecnounters. Are you using the new XP table? I am trying to model teh medium advancement path, although my players have talked about using the slow path so they can roleplay in Korvosa more.
Actually, I was using the UA fixed XP table, which is only 5-10% off of the pathfinder table, so I converted this past session with 0 changes at 3rd and 4th level.
I am using the fast path, but I'm taking my leisurely time with roleplaying encounters. If they gain friends and contacts in (my version of) Korvosa, all the better for later ...
tadkil
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tadkil wrote:I am looking at having my playtest group run D1 because they are going to lag behind in XP compared to a tradional 3.5 xp climb. I have a six person party and I don't think they can get far enough up level fast enough without additional ecnounters. Are you using the new XP table? I am trying to model teh medium advancement path, although my players have talked about using the slow path so they can roleplay in Korvosa more.
Actually, I was using the UA fixed XP table, which is only 5-10% off of the pathfinder table, so I converted this past session with 0 changes at 3rd and 4th level.
I am using the fast path, but I'm taking my leisurely time with roleplaying encounters. If they gain friends and contacts in (my version of) Korvosa, all the better for later ...
Yeah, they are really turned on by the slower progression. It feels more like 1.0/2.0 progression to us, and they feel like they can get to know their characters more effectively as a result. I like it too from that perspective.
I was thinking about substituting the Lamm's Lambs kids in D1 and sending them off to save them. This would give them a group of potential cohorts down the road, and also some really interesting contacts. Half of my players chose to be "Ex" Lambs so they all have a deep connection to the kids. Want to build that a bit...
Also was playing around with having the Thieve's Guild stage a hit on them or frame them for something after they take out All The World's Meats.