*spoilers* Too many undead in the scenarios *spoilers*


GM Discussion

2/5

PSS #1: Silent Tide

Spoiler:
Two encounters with the new Black Echelon undead.

PSS #2: The Hydra's Fang Incident

Spoiler:
Aquatic ghouls.

PSS #3: Murder on the Silken Caravan

Spoiler:
No undead in this scenario, making it the only one without.

PSS #4: The Frozen Fingers of Midnight

Spoiler:
Zombies and a ghoul.

PSS #5: Mists of Mwangi

Spoiler:
Skeletons, zombies and a ghoul.

PSS #6: Black Waters

Spoiler:
Zombies and a friggin' ghast. And let's not forget Sir Not-Appearing-In-This scenario; the Allip... *sigh*

PSS #7 or #8: Tease #2--Dawn of the Dead in Oppara!

... no, really?

In my opinion the scenarios are very undead heavy. Don't get me wrong, I like undead, but too much is just too much... I'm sure there are other tier 1-2 monsters to throw at the characters. Goblins, kobolds, gnolls, human thugs, what have you, and sure, some scenarios have had these as well, but.. well. Please, please. Cut back on the undead already. (And no, my whining has Absolutely Nothing at all to do with the fact that I play a sorcerer that specializes in enchantment spells... ;) )


Nah, you're not whining.

There are too many undead and after #7 you should see the focus on undead go away for a while. (Well, except for maybe a vampire.)

Scarab Sages

There is no such thing as 'too many undead' - the more the merrier!


3.5 rogues might disagree with you ...

Liberty's Edge Contributor

As would the main characters of every zombie movie ever made.

Which reminds me...I need to post another thread in the general forum...wanders off to post elsewhere

EDIT: Done...*here*

Liberty's Edge Contributor

Joshua J. Frost wrote:
3.5 rogues might disagree with you ...

But 3.5 clerics would not.

I deliberately put undead in Hydra's Fang so the cleric could make use of his class abilities. Though I actually consider this a design flaw. Thankfully the Pathfinder rules have reconcilled this little problem, so it shall eventually fade into the annals of season 0.

Sovereign Court 4/5

Tim Hitchcock wrote:
Joshua J. Frost wrote:
3.5 rogues might disagree with you ...

But 3.5 clerics would not.

I deliberately put undead in Hydra's Fang so the cleric could make use of his class abilities. Though I actually consider this a design flaw. Thankfully the Pathfinder rules have reconcilled this little problem, so it shall eventually fade into the annals of season 0.

2HD undead with Turn resistance +2? I hardly call that a treat to a clericl, at least on levels 1 and 2.

Favoring a class over another isn't very admirable in my eyes, though that's just my opinion.

Liberty's Edge 2/5 5/5 **

Deussu wrote:
Favoring a class over another isn't very admirable in my eyes, though that's just my opinion.

That's pretty unfair. Rogue can use their sneak attack against every other foe in that module. The [REDACTED] are the only undead in the mod, and thus the only targets for a cleric's turning. That's hardly "favoritism."

Sczarni 4/5

Shisumo wrote:
Deussu wrote:
Favoring a class over another isn't very admirable in my eyes, though that's just my opinion.
That's pretty unfair. Rogue can use their sneak attack against every other foe in that module. The [REDACTED] are the only undead in the mod, and thus the only targets for a cleric's turning. That's hardly "favoritism."

I agree with Shisumo here, it's not like Rogues couldn't backstab the BBEG in the module... and to get behind the undead because of where they show up..

1/5

Agreed. Clerics already have an implied obligation to the rest of the party that they'll sacrifice their spellcasting in order to heal everyone else, and turning undead is the only way left in 3.5 for them to shine (other than any cool domain abilities/spells they might have). I don't think that it's favoritism to let them use it.

Liberty's Edge Contributor

Deussu wrote:
Tim Hitchcock wrote:
Joshua J. Frost wrote:
3.5 rogues might disagree with you ...

But 3.5 clerics would not.

I deliberately put undead in Hydra's Fang so the cleric could make use of his class abilities. Though I actually consider this a design flaw. Thankfully the Pathfinder rules have reconcilled this little problem, so it shall eventually fade into the annals of season 0.

2HD undead with Turn resistance +2? I hardly call that a treat to a clericl, at least on levels 1 and 2.

Favoring a class over another isn't very admirable in my eyes, though that's just my opinion.

Yeah- thanks for backing me up on this one folks!

Its not favoring one over another,
Its making sure there's a little something for everyone.

When you're designing for a wide variety of players, you don't want anyone to feel left out. For a standard game a GM picks a mod or an AP appropriate for the players or the campaign. The GM is going to understand what makes a good challenge for the players at his/her table. For a PFS mod, you don't really know whose going to be at the table- ever. So you need to take that into consideration when you're designing. You need to think about putting in at least one element for every class, and not one easy element either. It'd be favoritism if I'd instead dropped in one zombie smurf.

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