Archade
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Hey guys,
Something I might be tempted to do is run a Pathfinder version of SCAP. I ran it previously up to 16th level with my existing gaming group, but I have a stable of players who are chomping at the bit to have me run something who have never played before.
Any thoughts on areas where the game might encounter snags?
| nib |
If anything, a pathfinder conversion might work (I'm not in favor of "converting" to 4e. If 4e, you would take the stories, ditch the stats and start from scratch.)
With Pathfinder, one might be able to save some design time and just convert main villains and henchmen. The toughest part, I see in adjusting the DCs for traps and disable device as the skill system seems a bit too streamlined for direct adaption (perception vs stealth instead of spot/listen hide/move silent and all ramifications).
I'm not yet at a point, where I want to rerun SCAP. My current party is on the brink of level 14, so I keep that up for some time before starting fresh with a new group. But I'm thinking about the Pathfinder rules a lot lately...
So keep posting here, I'll be sure to read.
Cheers,
Nib
| The Black Bard |
A PFRPG SCAP can work well, im using a lot of the Alpha3 material in my own SCAP. From said personal experience, here is what I have to say:
Convert clerics on PAPER! The changes to domains are, as has been pointed out in another thread, significant enough to make several cleric encounters in the SCAP difficult to run "out of the box". Take a little time, do the conversion, and its no big problem.
Specialist wizards fall into a similar boat, but there are less of them, at least in the early levels of the SCAP.
Make sure you have a few post-it notes on the inside of your DM screen with stuff like the CMB breakdown and the like, so you can calculate them on the fly if need be.