Doom's Day Thoughts (Possible Spoilers)


Doomsday Dawn Game Master Feedback

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I am Gming and playing 1 character. We got through 3 rooms. Party consists of Paladin, Cleric, Druid (my character), and Rogue. In spoiler tag will be showing our progress through the adventure. Then I will be giving some thoughts I have had. Also If you notice I might have done something wrong please let me know, I have had issues with finding some of the rules for stuff.

SPOILER:
The rogue was searching the first room and was surprised by the slime and crit'd dropping him instantly. Paladin and Druid ran up laying on hands and healing the rogue. The Cleric cast magic weapon on the rogues hand-crossbow. Rogue gets up from being dropped and shots the slime. We gang up and kill the boss after taking a few bits of dmg from the slime. Rogue loses the dying condition after a few rounds in combat.

The rogue sneaks into the 2nd room and we eventually get into combat where we farely steam roll (really good rolls vs really bad ones) the gobs. Paladin uses lay on hands. Cleric uses a channel to heal the rogue and finds the Ring and Potions. Druid identifies the potion (quick ID).

Rogue sneaks into the Centipede Room takes a sneak Attack (misses) and runs out of the run. Party waits for centipedes to come into the other room (LOL). Still waiting.... Rogue goes back in and is attacked by the Centipedes. Centipedes roll bad only bit the Rogue 3 times. He saves vs the potion everytime. Here is where I could not find any rule about making ranged attacks in melee range. The rest of the group is attacking down the shaft with ranged weapons. Rogue eventually moves back and the paladin wades in and finished the insects off.

So some thoughts:
1. So far through the game Characters seem weaker then normal 1st level 1st edition characters.
2. The organization of the rulebook was difficult to find stuff.


As far as I undertand it is covered on the screening rules. "When you’re attempting a ranged attack, or a melee attack against a nonadjacent target, your target might be screened from you if another creature is between you." Since it is adjacent there is no screening so no penalty. You still provoke AoO if the creature has the reaction, but that's it.


What dc did you use for the rogue to get up? I am thinking it should be 11 for the sewer ooze, but I am not sure. It says to use the monsters DC and may include a primary stat. it's a level 1 creature, and the attack stat is +1. So I am curious what you used and if it was easy for the rogue to get up.

K-Ray


As far as the range attacks in melee the only thing is that it can set off an Attack of Opportunity if the creature has that reaction.

Though some ranged weapons have a Volley trait that gives them a -2 if they are closer then the listed volley range. Hand crossbow is not one of those.

K-Ray

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Kennethray wrote:

What dc did you use for the rogue to get up? I am thinking it should be 11 for the sewer ooze, but I am not sure. It says to use the monsters DC and may include a primary stat. it's a level 1 creature, and the attack stat is +1. So I am curious what you used and if it was easy for the rogue to get up.

K-Ray

yeah I just used DC 11 (Level+10 )

Kennethray wrote:

As far as the range attacks in melee the only thing is that it can set off an Attack of Opportunity if the creature has that reaction.

Though some ranged weapons have a Volley trait that gives them a -2 if they are closer then the listed volley range. Hand crossbow is not one of those.

K-Ray

Thanks, The rogue was using a hand crossbow.

Scarab Sages

The Recovery Saving Throws rules on 295 say that for attacks rolls from monsters you use a "High" skill DC of the monster's level (Page 337). For a level 1 monster that makes it a DC 14.

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Raisse wrote:
The Recovery Saving Throws rules on 295 say that for attacks rolls from monsters you use a "High" skill DC of the monster's level (Page 337). For a level 1 monster that makes it a DC 14.

Thanks will do next time.

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