
BigNorseWolf |

BNW, combat isn't tactical, it is a cakewalk.
You are, for reasons I cannot fathom, replacing the word tactical with difficult. That isn't what tactical means, so you are going off on a random tangent and responding to something I didn't say.
What decides the success of the perception and disarm roll? The roll +the modifier. Thats it. What decides the success of combat? Roll, modifiers, AND where the party decides to position themselves, what resources they expend, whether they power attack or not etc. Those decisions don't exist for finding traps (and often don't matter for disarming them)

Cranefist |
Cranefist wrote:BNW, combat isn't tactical, it is a cakewalk.You are, for reasons I cannot fathom, replacing the word tactical with difficult. That isn't what tactical means, so you are going off on a random tangent and responding to something I didn't say.
What decides the success of the perception and disarm roll? The roll +the modifier. Thats it. What decides the success of combat? Roll, modifiers, AND where the party decides to position themselves, what resources they expend, whether they power attack or not etc. Those decisions don't exist for finding traps (and often don't matter for disarming them)
Easy tactical? I can't remember what that's called... circle something.

Thomas Long 175 |
Crane all I can say is, yeah if you're using the "paizo defined CR appropriate" (aka APL- APL+3) then yeah it'll be a cake walk. A true average encounter should at least be APL +2 and a difficult encounter for a well balanced, organized, and built team should be APL +5 and depending on circumstance and skill you might be able to push yourself a little higher.

Alexander Augunas Contributor |

Crane all I can say is, yeah if you're using the "paizo defined CR appropriate" (aka APL- APL+3) then yeah it'll be a cake walk. A true average encounter should at least be APL +2 and a difficult encounter for a well balanced, organized, and built team should be APL +5 and depending on circumstance and skill you might be able to push yourself a little higher.
Agreed, but make sure to ease your players into it or they might hit your level increase like a fly crossing in front of a New York City intersection.

Chengar Qordath |

Crane all I can say is, yeah if you're using the "paizo defined CR appropriate" (aka APL- APL+3) then yeah it'll be a cake walk. A true average encounter should at least be APL +2 and a difficult encounter for a well balanced, organized, and built team should be APL +5 and depending on circumstance and skill you might be able to push yourself a little higher.
Well, Paizo's recommended encounter difficulty is intended for folks who are just starting out and/or fairly casual players, not people with good system mastery and teamwork.
The other thing I'd bring up is the luck factor. While running Rise of the Runelords I've seen plenty of encounters that shouldn't be too hard by CR go wrong because I rolled insanely well (My players are starting to develop nervous tic at the words "Rolling to confirm the critical") or the party had a run of bad luck. The CR seems to be designed around not letting one or two bad rolls doom the party.

Hayato Ken |
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Oh separating characters from players isn´t a concept that´s vaild all around the world yet. I still know some GM´s that insist on playing out diplomacy rolls, like you have to say what your character is saying and it better be convincing. With some persons you can be glad you don´t have to go into a limbo contest shwoing them how you tumble in combat^^

Troubleshooter |

"Good job guys, you win 100 XP each for overcoming the alarm trap by triggering it.
By the way, at around this time you see an old scholar with a thick tome, a wild man with a wolf, a priest with a holy symbol of norgorber, and a well-muscled tribesman enter the room. They look angry, and they're surrounded by multiple strange glows and flashes ..."

Atarlost |
1 person marked this as a favorite. |
"Good job guys, you win 100 XP each for overcoming the alarm trap by triggering it.
By the way, at around this time you see an old scholar with a thick tome, a wild man with a wolf, a priest with a holy symbol of norgorber, and a well-muscled tribesman enter the room. They look angry, and they're surrounded by multiple strange glows and flashes ..."
On the bright side by ditching the rogue you have a spare diviner who drops a quickened glitterdust and a stinking cloud on them before they can do anything.
Not that you would have held on to surprise much longer with a rogue with as much noise as you'd make in your first combat.

AlecStorm |

This ability is viable if your gm puts traps. Lot of traps, more viable. I think this trap system is not funny. I manage traps as puzzle, if are not putted in combat situation, in this case disarming can be a funny part of combat. Out of combat would only be a check. Nice, but if you abuse of traps in dungeon (if they even make sense) after the second or third players will only be annoyed.

Hayato Ken |

10 point buy makes your characters considerably weaker. To the point where casters have to make real hard decisions to be able to cast spells later. You have less hit points, a harder time hitting, make less damage, your DC´s are lower.
Thereby foes become a much larger and deadlier threat, you have to play much more carefull and strategic and even skill checks are more difficult.
I think that´s more heroic than most other possibilities, because you don´t play the Überhero anymore.