CoT and the APG


Council of Thieves


High everyone

I am toying with the idea of running this path
Do people think it is balanced with the release of the apg and later releases?

Has anyone felt any adjustments were necessary?

Sczarni

I'd advise against allowing the Gunslinger.

Other small tweaks will be necessary as you plan depending on the party and your playstyle. I'd tell you to read the book cover to cover that you are planning on running and then read the sticky thread up top of this subforum to see what changes we've all made. There are a good amount of threads here that will help.

Remind your players not to be babies...there are LOTS of deaths in all Pathfinder APs so they will happen. If you enjoy a smooth play through I'd also suggest you take some extra prep time and draw out your maps on poster board prior to game night...drawing and erasing takes a lot of time.


I severely dislike the idea of gunslinger anyway.

Thanks for the other tips.

Sczarni

Oh FYI since people DO die...after like 2 or 3 party deaths find a way to destroy or remove the body so the party can't loot EVERYTHING off the dead party member. That will quickly lead to your PCs having WAY too much wealth for their levels...learned this one after the 4th party death.


Are all pathfinder paths really lethal? Because I have had grumbles in the past (runelords) in that the campaign lethality seriously disrupts the flow of the adventure as eventually PC's are all different from the start and not aware of everything that has happened.

That's ignoring it being morale damaging if it happens a lot

RPG Superstar 2009 Top 32

G-Monkey wrote:

Are all pathfinder paths really lethal? Because I have had grumbles in the past (runelords) in that the campaign lethality seriously disrupts the flow of the adventure as eventually PC's are all different from the start and not aware of everything that has happened.

That's ignoring it being morale damaging if it happens a lot

Actually, there is a possible work-around for that. Namely, the "Children of Westcrown." When you have your players create heroes, have them also make a "back-up character."

Then when you introduce the CoW, replace the appropriate (class bound) NPC with the ones your characters created.


G-Monkey wrote:
Are all pathfinder paths really lethal?

This entirely depends on your group, and the way you are playing.

If you consider it good form for a GM to always have the monsters employ the mathematically best tactics, make liberal use of delay - hold/sleep - coup de grace combos and the like, unloading all of it at a non-optimized group of D&D newbies... yes, the APs can become utterly lethal.

For a group of Society veterans who consider a 20pt 20-7-7 ragelancepounce build, along with a combination of the most optimal feats and equipment from every Paizo publication ever a reasonale baseline for every character, the typical AP is about as thrilling as taking candy from a toddler.

Your experience most probably is bound to be somewhere in-between.

Sczarni

Midnight_Angel wrote:
G-Monkey wrote:
Are all pathfinder paths really lethal?

This entirely depends on your group, and the way you are playing.

If you consider it good form for a GM to always have the monsters employ the mathematically best tactics, make liberal use of delay - hold/sleep - coup de grace combos and the like, unloading all of it at a non-optimized group of D&D newbies... yes, the APs can become utterly lethal.

For a group of Society veterans who consider a 20pt 20-7-7 ragelancepounce build, along with a combination of the most optimal feats and equipment from every Paizo publication ever a reasonale baseline for every character, the typical AP is about as thrilling as taking candy from a toddler.

Your experience most probably is bound to be somewhere in-between.

Even the most seasoned vets die in Paizo PFS Modules...

The truth is...your party will make mistakes 99% of the time that a death happens. Read the Obituaries thread and you will see what happened with the players I kill. They didn't do this or tried to do that...sometimes it works out okay...sometimes the Wizard gets grappled and held still in an impending 10d6 of fire damage doom at level 8.

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