Palious13
|
My group and I absolutely LOVE Pathfinder. We have run several of the APs and are really looking forward to KM.
However, that being said, we have a problem. We usually smash everything in books 1,2, and 3 with little effort. Book 4 provides a good challenge and then we die in either book 5 or 6. We have yet to complete an AP successfully. We do have a large group, 6 people(though in kingmaker we only have 5). We are currently in the middle of RRR and so far are doing great. I don't want this campaign to end in tragedy like the rest. Any ideas?
| Erik Freund RPG Superstar 2011 Top 16 |
The game is designed to get harder as you go on.
Above-and-beyond that, you have to change your playstyle and thinking style. As the game gets above level 10, the game fundamentally changes, and you have to react to those changes. Generally, a *lot* more preparation. Learn to cast lots of "breakfast spells" to keep yourself buffed and protected. With copious amounts of Deathward, Freedom of Movement, Mindblank, and Fly, you should be able to avoid most trauma.
Remember: at high level, you should be able to have the fights on *your* terms. Scry the enemy or otherwise use divination to find out where he's strong or weak. Use that info. Don't just run in blind.
Now, if you find that too difficult or whatever, just ask your GM to have you be an extra level higher. Or two extra levels higher come book 6.
Finally, in Kingmaker specifically, you'll find that books 4 and 5 are a bit on the easy side, so you'll likely be fine. But Book 6 will hit you like a Mac Truck. Just, ya know, to set expectations.
calagnar
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#1 mastake made in AP's. by players. Not planing out your character and not planing out group.
A: AP's are set up to chalange players.
B: My group hase hade 1 AP compleation. And 2 AP TPK.
#2 Most TPK can be prevented by the players.
A: Players did not plan well in advance.
B: Players did not make use of the players guide. (I have seen this one way to meny times. This is what hapend in both of the TPK.)
#3 No amount of planing can remove all danager.
A: Be perpared for any thing.
B: Make a group of characters that can handle any thing.
If you have 5 players what are they playing?
Do they work well with each other?
Im runing Kingmaker right now for a group of 5.
Oracle of Battle (King)
Warlord (Tome of Secrets) (General)
Ranger (Marshal)
Rogue (Spy Master)
Bard (Councilor)
They made the party focused on combat. They lack any real spell caster. The bard and warlord are given me hell. The bard inspire courage +2 and Warlord Comanding Presence +1 give the party a +3 to hit and damage. The bonus damage from this for one round is 21 as two of them are two weapon fighting. So most encounters do not last long.
Level 8 Comanding Presence +2 total +4 (Bonus damge for one round 56)
Level 11 Inspire Courage +3 total +5 (70)
Level 16 Comanding Presence +3 total +6 (138)
Level 17 Inspire Courage +4 Total +7 (161)
Thats just from the Inspire Courage and Comanding Presence abilitys. That is there path to power abilitys that work to gether to make them greater then the sum of the parts. If your group dose not have a path to power you need to find it befor you do any thing past level 12. befor then it is not as critical. After you get there it's to late to try and find it.
The next group we are making is. You just need to have characters that work well to gether.
Halfling jinx caster spec in Evil Eye. Level 9 -7 to all saves.
Bard (Majican) caster buffs.
Socerer (bloodline unknow as of yet.)
Palious13
|
#1 mastake made in AP's. by players. Not planing out your character and not planing out group.
A: AP's are set up to chalange players.
B: My group hase hade 1 AP compleation. And 2 AP TPK.
#2 Most TPK can be prevented by the players.
A: Players did not plan well in advance.
B: Players did not make use of the players guide. (I have seen this one way to meny times. This is what hapend in both of the TPK.)
#3 No amount of planing can remove all danager.
A: Be perpared for any thing.
B: Make a group of characters that can handle any thing.If you have 5 players what are they playing?
Do they work well with each other?Im runing Kingmaker right now for a group of 5.
Oracle of Battle (King)
Warlord (Tome of Secrets) (General)
Ranger (Marshal)
Rogue (Spy Master)
Bard (Councilor)They made the party focused on combat. They lack any real spell caster. The bard and warlord are given me hell. The bard inspire courage +2 and Warlord Comanding Presence +1 give the party a +3 to hit and damage. The bonus damage from this for one round is 21 as two of them are two weapon fighting. So most encounters do not last long.
Level 8 Comanding Presence +2 total +4 (Bonus damge for one round 56)
Level 11 Inspire Courage +3 total +5 (70)
Level 16 Comanding Presence +3 total +6 (138)
Level 17 Inspire Courage +4 Total +7 (161)
Thats just from the Inspire Courage and Comanding Presence abilitys. That is there path to power abilitys that work to gether to make them greater then the sum of the parts. If your group dose not have a path to power you need to find it befor you do any thing past level 12. befor then it is not as critical. After you get there it's to late to try and find it.The next group we are making is. You just need to have characters that work well to gether.
Halfling jinx caster spec in Evil Eye. Level 9 -7 to all saves.
Bard (Majican) caster buffs.
Socerer (bloodline unknow as of yet.)
I believe we fit together. We have a:
Cavalier (General)_Ranger (Marshall)
Oracle Not on council, by choice)
Rogue (Royal Assasin)
Sorceror (ruler, and my character)
calagnar
|
You have a standard party. The only force multiplayer character you have is the cavalier. And his ability to share tatic feats. Even then it's not a big ability becous the ones that do you the most good your better of just talking with the group and make sure very one pickes up Outflank. The others are nice but not as good.
The one advantage you have is your group hase a Socerer. So you have arcane spell power. If you focus on crowed control spells and locking down enemys or controling them. This will make a difrence. How ever The down side if you can't keap the enemy locked out of combat. You are much less effective then the bard. Flow of Battle or Crowd Control. If you can do one or the other you will win but you must do one.
My group VS your group
Oracle = Oracle
Warlord = Cavalier
Ranger = Ranger
Rogue = Rogue
Bard = Sorceror
Palious13
|
Ok. Thanks. Talking with my DM, I think I have discovered part of the problem. I basically learned most of what I know about gaming from him. We started back in second addition. His favorite world is Ravenloft. In his ravenloft campaigns, story was much more important than the combats. So I realy didn't learn how to create Uber powerful characters. Although, when it comes to sory and the social aspect, I rule.