
Joey Virtue |

These are the rules I plan on using when we start our second darkness game using the changes I put here
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/adventurePa th/secondDarkness/changesToSecondDarknessForPathfinderSpoilers
Please tell me your thoughts
Starting Level
Characters will start at 2nd Level.
Character Race
Players may only choose one of the seven core races.
Character Class
The character can only select classes from the Core Rule Book or the Advanced Players Guide.
Statistics
Stats will be rolled in front of the GM by rolling 3d6 dropping the lowest and adding 6 to your total. If your total bonus doesn’t add up to 10 you may reroll your stats.
Character Traits
All Character will need to select two character traits one should be a Second Darkness Campaign trait.
Starting Gold
Characters start with 1200 gold each; character must spend 90% of their starting gold.
Starting Magic Item (Heirloom item)
Characters begin with one magic item the characters has a choice of a +1 weapon, +1 armor or a Random Minor Wondrous Item (if it’s an item with limited total uses you may reroll)
Character Background
Character may write a character background tying their character into Golarion, depending on how in-depth the background is they will be awarded anywhere from 100 to 500 additional gold pieces

JanosAudrun |
Considering that the AP is written for 3.5 characters (weaker than PF chars), starting at 2nd level with 3200 gp and 6+2d6 method ... bit over the top ?
Well to be honest PF characters are weaker then 3.5 characters using all the books other then core.
That aside, i guess its ok if you like to pump up your players. I used the regural 4d6 drop lowest, you reroll 1 lowest score, and then you can decide to keep the score or roll one more line of scores.
But to be honest that is the alst time im using that kind of system, I got some lucky players and they have scores that are too powerful, so for the next game i decided its gonna be 15point buy. But i guess it's just a personal preference.

Joey Virtue |

But to be honest that is the alst time im using that kind of system, I got some lucky players and they have scores that are too powerful, so for the next game i decided its gonna be 15point buy. But i guess it's just a personal preference.
Man 15 points is really handycapping the players use to rolling for stats

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JanosAudrun wrote:Man 15 points is really handycapping the players use to rolling for stats
But to be honest that is the alst time im using that kind of system, I got some lucky players and they have scores that are too powerful, so for the next game i decided its gonna be 15point buy. But i guess it's just a personal preference.
Call me socialist, but random rolling really only affects to make players uneven and has no impact from the GMs perspective on the parties average effectiveness. Everyone loves rolling the awesome character, but it sucks when you are the gimpy peasant, a good player will make the most of it, but it still sucks.
If you look at the dice system, 3d6 will get you ~11, 4d6 drop the lowest ~13, and 3d6 drop the lowest +6 ~14.
When compared to the array method, those are respectively (or slightly better then) standard, heroic and epic.
So if you have players who won't settle for anything less then high scores, just give them the epic array.
That being said...
The AP (and your link still doesn't work so I can't see the terms your running it by) is easily handled by players with higher stats, and unless you skipping the first module, level one and std equipment is more then good enough.
I have 5 players, which skews things, but we are just heading into the last module now and they haven't really been challenged at all with the basic stuff in the module.