Thinking about DMing this...


Iron Gods


Hey folks, Pathfinder newbie here (3.5 vet though).

I am excited by the premise of this AP and am gearing up run it. Would anyone who has run this be so kind as to give me some feedback on how well this AP would run with the house rules I have thought up?

LINK

My goal is to limit this to T3/4 classes and builds. I also wanted to eliminate some feat taxes to allow players to diversify a bit. I am not sure how this will play out though.

Any feedback is welcome.

Also, is anyone familiar with running games via MapTool? I am thinking using that. I have used Roll20 in the past but I have heard good things about MapTool.


Do you have the Technology Guide for Pathfinder? It isn't required with the PRD, but it is a very worthy purchase for it. Same for Numeria book.

Your house rules seem fine, but I would make sure to specify that the game has a high technology bend to to it. So while starting with technologist isn't necessary you might want to consider it at 3rd level.

Also the technology class options will be very viable.

Why did you bar Gunslinger?


This is literally one of the few Ap's where a gunslinger will not only play well, but thrive. Lots of guns.


Thanks for the feedback! So, the game should play alright with these classes/feats/etc? The party won't be horribly destroyed by robots and the like? I recently ran the first half of Out of the Abyss and was amused at how we started and the player's destroyed everything and then as soon as I started to tamper with the encounters a smidge, they started dropping like flies.

I gave some thought to how I would run this world. I think I would scale the tech back just slightly. It seems like they get a little too much tech treasure but I may be wrong.

Also, The world as I run it will probably have zero native guns in it. I think that necessity is the mother of invention. If a privileged few have the laser guns they need, why would anyone bother to make a ball and powder pistol? That is my excuse for not having the Gunslinger.

Part of it is just damage though. I thought about the Gunslinger and ran some numbers. I think they do more damage than I am comfortable with, so I am shying away from their inclusion.

How does this look as far as a setting intro, etc?

LINK


Seems fine.

There are NPC's with guns in the AP, and technology in Numeria is very omnipresent. It's junk technology and timeworn to heck but it's there.

If you don't want guns in your game that's fine, but in the base setting there is even a gunslinger as one of the iconics.

Other than that:

Don't put in a GMPC, the first adventure has a friendly NPC that can handle it, and there is more than enough Pharmaceuticals and Potions throughout.

Another thought, if you complete this AP, one of the things that happens is technology begins to expand from it a bit (I think).

Don't be scared of the technology, embrace it! Thundaar the Barbarian up in here with mad science spice!

I've started the game with a 6 person party, and gave out a timeworn grapnel gun, and it has already caused so much awesomeness.

Including repelling away from a window while peppering an enemy with stun bullets.

So fun.


I appreciate the feedback and made some changes. Thanks!

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