| Mahavira |
Well, the title more or less says it all. I have a party of 3 players, and to change things up a bit (and also to match the kind of story the AP is based on a bit more closely) I was thinking about using commonplace guns (25% price, martial weapons) for kind of a 16th-17th century, Solomon Kane feel. Given that only a gunslinger is likely to shoot more than once or twice a combat, I don't think it -should- cause too many problems, but I've only skimmed the modules, and we've not had occasion to use the gun rules yet (only made the switch to Pathfinder from 3.5 this year). Possible counters if it would make a big difference would be using a weaker build (we're currently going with 25 to counteract the fact there are only 3 of them) and/or dividing xp by 4. People who have actually run/played the AP, what do you think?
| tbug |
I suspect that the biggest problem is going to be how very difficult it's going to be to buy supplies. By about halfway through chapter two the party has left civilization, and the AP never returns there before the conclusion. Once a PC learns to teleport it becomes moot, but unless you want to say that the various archeological caravans prioritized hauling powder and ammunition through the jungle you're going to have to seriously stretch your players' suspension of disbelief any time they want to resupply.