
Black_Lantern |

Currently I'm planning on DMing sometime in the future an Adventure Path. I'm thinking of either doing Crimson Throne or Kingmaker.
Also I'm thinking of a few simple houserules to buff the rogue by merging the rogue and ninja class together and giving them something like dervish dancer for free. Also I want to give fighters 4+int modifier for skills. I'm also reverting flurry of blows back to when it wasn't twf. I plan on banning the adopted trait, the master summoner, and remove magic item creation feats.I want to encourage roleplay by allowing them to look for certain materials for the magic items they want rather then giving them a free pass on creating items.
As it now stands I'm thinking of doing Crimson Throne because it appeals to me more and seems like a better choice for a newer DM. Also, I know that's a decent amount of houserules for a new DM, but I think you guys can help point me in the right direction to encourage roleplay and people to use the rogue/ninja class more often! Thanks in advance.

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LOTS of house rules for a newer GM... you may regret some of those. The rogue is no pushover and can be downright deadly- in fact can easily stand damage to damage with a fighter. Buffing it may overwhelm your NPCs and make the other players feel useless.
So be VERY careful doing that.
Item creation feats... yep ban those suckers! :)
Crimson Throne is my second favorite AP, after Rise of the Runelords. If you want a good ROLEplaying adventure Crimson Throne is a good choice. There is so much flavor in there it should be a sin (that was a bad play on the Runelords and their sin magic... so laugh dammit!)
:)

ub3r_n3rd |

Totally disagree with Krome on the rogue being as powerful as a fighter. Just look at all of the DPR Olympic stuff and postings on this forum concerning rogues and how underpowered they are compared to the other classes. It's been shown that Fighters are in the middle of the pack and rogues near the bottom with the classes like the druid and summoner near the top, so buffing up the rogue will just make him up to par with your others so he doesn't feel left in the dust to them.
Anyhow, I agree with everyone else about trying on some modules then moving on to Rise of the Runelords or Crimson Throne as they are very well received and respected AP's by the community by and large. I'd also steer clear of the Kingmaker and its mechanics of building kingdoms for just starting out.
Another idea is to just to read up on various adventure paths and steal things you like from them and make your own adventure with these stolen elements. The problem I find with AP's personally is that they seem pretty restrictive in one form or another whereas if you run your own stuff you can react better to decisions made by the players that would throw the AP off its tracks.
There's my 2 coppers!

Black_Lantern |

LOTS of house rules for a newer GM... you may regret some of those. The rogue is no pushover and can be downright deadly- in fact can easily stand damage to damage with a fighter. Buffing it may overwhelm your NPCs and make the other players feel useless.
So be VERY careful doing that.
Item creation feats... yep ban those suckers! :)
Crimson Throne is my second favorite AP, after Rise of the Runelords. If you want a good ROLEplaying adventure Crimson Throne is a good choice. There is so much flavor in there it should be a sin (that was a bad play on the Runelords and their sin magic... so laugh dammit!)
:)
I've looked at the rogue over and over again and have come to the conclusion that it's just too easy to shut down, does okay damage when it sneak attacks but pathetic damage when it doesn't, and there are several ways to get around traps other than disabling them. I've never even seen a rogue get anywhere close to an optimized fighter's damage even with his conditional damage bonus. No one in my town plays rogues because so many classes can beat them at what they're good at doing. However I'll heed your advice and playtest my idea before I allow anyone to play it.
As for reverting back the flurry of blows to its glory days I see no problems. I want to encourage players to play monks and make interesting character concepts.
As it stands, I think giving 4+int modifier makes some justifiable sense considering the barbarian right now has more skill points than the fighter. I just want the fighter to have a little more when it comes to outside of combat play is all.
Is there any module that I could use as an introduction to the Crimson Throne adventure path?
Right now as it stands it seems to me that the master summoner is too powerful at early levels and might bog down a campaign and that's why I'm banning it. I'm also banning the adopted trait because it's far too powerful to be a single trait.
Yeah, I've read around a little and people say that kingmaker is somewhat of a sandbox campaign, is very lehtal, and isn't for newer DM's. So I'll want to start with the crimson throne adventure path. That is after I do a module. ;P
Can anyone give me a guide of some sort to balance encounters and prep for a campaign? Like what I should and shouldn't be focusing on when it comes to prepping. Also I would like to do a 20 PB to encourage people to feel less obligated to dump and maybe even play some classes that are a bit more MAD.
I won't be all that upset if I give a slight edge to players because of my houserules because of my ability to create the encounters they'll face. I want the players to play something they'll feel rewarded playing opposed to the idea that their character is a disposable piece of equipment.
I'm Also thinking of banning Leadership because I don't want to complicate the game even further because I'm a newer DM.