Module PC adjustments???


Adventures


Hey there everyone! I'm running the Fangwood Keep Pathfinder Module for 3 friends. I understand that its for 4 4th level players, but they'd rather just keep it to the three of them. How should I buff them to help make it balanced again? should I just give them a 20/25 point buy on their stats instead of the standard 15? Or should I raise each of their levels to 5? Any advice on how best to proceed by people by who have had experience with this would be appreciated.


Society play is 20 points, so it's really up to you if you're running casual. I'd suggest just weaken the encounters rather than strengthen the players.


Run a LVL 4 Pregen that is of a complimentary class that'll help out your party of 3. That's what you do in Pathfinder Society at the very least.


I don't want to run another character. I try to avoid that whenever I can, and this isn't Pathfinder Society. I also tend to try and avoid weakening encounters, since my players like taking opportunities to feel more powerful rather then having me weaken the monsters for them. I'll probably just go with a 25 point buy to make up the difference.

I was wondering what others had done in this situation for casual play...


Run 3 5th level PCs instead of 4 4th level. It's not exactly the same as you have less action economy but it works fine most of the time.

Best option is a dm PC. If you don't want to run it let the players collectively run it. Either way you don't have to change the module.


A bigger problem is if you don't have certain classes as most paizo products assume you have...

1. Frontline warrior ie fighter or barbarian or paladin
2. Arcane caster
3. Divine caster
4. Skill monkey

Some classes like bard, Druid or summoner can cover more than one base but you need a good mix.


3 Character can take on a basic adventure just as good as 4 can with a minimal amount of skill and preparedness.

They need to cover the team positions for
1) Tank.
2) Control/AoE.
3) Healing.

And then each of them needs to be skillfully versatile. The healer needs to have a method of being useful in-combat, the tank needs backup weapons and at least one good common skill.


Note that adventure paths rarely put you up against impassable skill reliant barriers, this is because the designer cannot assume that a given party has skill X maxed on at least one player. This means skill monkeys are not necessary except as "headache" removal or face character.

Playing Pathfinder modules without at least one character to cover each social skill is a bit like playing old RPG games (like Baldurs gate) without a charismatic character in the lead, you kill all the monsters and STILL nobody likes you.


OK thanks guys. I appreciate the advice. I'll make sure my boys cover all their bases. We'll break it over several nights and if they're struggling I'll let them lv up to 5.

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