PF1e Core only - Wrath of the Righteous


Recruitment

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GM Delmoth's recent recruitment for Wrath of the Righteous has rekindled my curiosity and fascination with this specific AP.

So I decided to throw the question out there - would there be any interest in playing/running this AP in a more 'controlled' environment? Meaning only Core Classes, Races, Feats and Spells. No traits apart from the AP specific ones.

Thoughts?

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

That could be interesting. Restricting it to core takes out a lot of the system mastery aspects of play and increases the need for tactical mastery.

Incidentally, I'd guess that people will be interested regardless of your rules choices. AP recruitments don't come along that often anymore.


A back to basics - or back to Core, as it were.
Absolutely interested.


Indeed! Some good old PE1 basics.


I have a paladin I have been trying to finish this with. Never seem to get out of book two. He is a tiefling though so I guess that is out. Definite maybe then.

Liberty's Edge

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

I had a followup question: apart from restricting it to Core, what were you thinking of for character generation?


John Woodford wrote:
Incidentally, I'd guess that people will be interested regardless of your rules choices. AP recruitments don't come along that often anymore.

I've noticed it, and I wonder why that is. Perhaps there is more of a focus on PF2e now.

trawets71 wrote:
I have a paladin I have been trying to finish this with. Never seem to get out of book two. He is a tiefling though so I guess that is out. Definite maybe then.

Yep, that is a very relevant point though. I find it 'makes sense' to have Aasimar and Tiefling in Wrath of the Righteous so I would be inclined to say they should be allowed, but it needs to be treaded lightly so it does not get out of hand :D


John Woodford wrote:
I had a followup question: apart from restricting it to Core, what were you thinking of for character generation?

Another good question, though lets not get ahead of ourselves - this is only an interest thread ;)

I personally like 25pt buy builds because I think they offer you more 'options', but I also feel people tend to go even more min-maxing than usual with those. So 20pt buy is usually the 'safe' choice?

Though... Why not something different? Like 4d6 drop the lowest down the line? I like the 'randomizing' effect, but there are two things I am not crazy about - the possible shenanigans with the Paizo post preview feature, and the eventual disparities between character ability stats. Lets face it, it is never fun to be the 'below average' one in a group where everyone was really lucky with their rolls.


Would Unchained be available for Barbarian, Rogue, and Monk?


Hmmmmmmmm. If I was running it nope :P


Albion, The Eye wrote:
John Woodford wrote:
I had a followup question: apart from restricting it to Core, what were you thinking of for character generation?

Another good question, though lets not get ahead of ourselves - this is only an interest thread ;)

I personally like 25pt buy builds because I think they offer you more 'options', but I also feel people tend to go even more min-maxing than usual with those. So 20pt buy is usually the 'safe' choice?

Though... Why not something different? Like 4d6 drop the lowest down the line? I like the 'randomizing' effect, but there are two things I am not crazy about - the possible shenanigans with the Paizo post preview feature, and the eventual disparities between character ability stats. Lets face it, it is never fun to be the 'below average' one in a group where everyone was really lucky with their rolls.

You can always do 'both' though, which is actually the better of 2 worlds in some ways versus 25.

You roll, and your rolls need to meet the 20pt threashold, Aroden be praised if you get all 18s. But if you get all 12s, that doesn't meet the 20pt buy, so you roll again. Just a thought.

For me, I would also rather that the rolling be done on Discord or any other way than here at Paizo, for any number of reasons, which isn't to say that I have ever cheated, or re-labeled rolls the way that I wanted the results to look, or ever added an un-needed roll ahead of a roll that I didn't like to get a re-roll ... but yeah, anywhere but here.


Albion, The Eye wrote:

GM Delmoth's recent recruitment for Wrath of the Righteous has rekindled my curiosity and fascination with this specific AP.

So I decided to throw the question out there - would there be any interest in playing/running this AP in a more 'controlled' environment? Meaning only Core Classes, Races, Feats and Spells. No traits apart from the AP specific ones.

Thoughts?

My thoughts on this btw is BRILLIANT

I have nothing so much neccesarily against the super convoluted min-max-diagonal-trigonometry builds, but there is something to be said for classic builds that might actually ever achieve a capstone. I get that playing through to 20th is a rare rare occurance, but it's nice to think it could still be a goal.

With core classes being specified, what archetype sources would be used? Only core? APG? Race Guide? Ultimates?


Evindyl wrote:
Albion, The Eye wrote:
John Woodford wrote:
I had a followup question: apart from restricting it to Core, what were you thinking of for character generation?

Another good question, though lets not get ahead of ourselves - this is only an interest thread ;)

I personally like 25pt buy builds because I think they offer you more 'options', but I also feel people tend to go even more min-maxing than usual with those. So 20pt buy is usually the 'safe' choice?

Though... Why not something different? Like 4d6 drop the lowest down the line? I like the 'randomizing' effect, but there are two things I am not crazy about - the possible shenanigans with the Paizo post preview feature, and the eventual disparities between character ability stats. Lets face it, it is never fun to be the 'below average' one in a group where everyone was really lucky with their rolls.

You can always do 'both' though, which is actually the better of 2 worlds in some ways versus 25.

You roll, and your rolls need to meet the 20pt threashold, Aroden be praised if you get all 18s. But if you get all 12s, that doesn't meet the 20pt buy, so you roll again. Just a thought.

For me, I would also rather that the rolling be done on Discord or any other way than here at Paizo, for any number of reasons, which isn't to say that I have ever cheated, or re-labeled rolls the way that I wanted the results to look, or ever added an un-needed roll ahead of a roll that I didn't like to get a re-roll ... but yeah, anywhere but here.

Interesting idea on the 20pt threshold. And an even more interesting one on where to roll the dice, with which I agree. Discord adds an extra layer of complexity though.


Evindyl wrote:
Albion, The Eye wrote:

GM Delmoth's recent recruitment for Wrath of the Righteous has rekindled my curiosity and fascination with this specific AP.

So I decided to throw the question out there - would there be any interest in playing/running this AP in a more 'controlled' environment? Meaning only Core Classes, Races, Feats and Spells. No traits apart from the AP specific ones.

Thoughts?

My thoughts on this btw is BRILLIANT

I have nothing so much neccesarily against the super convoluted min-max-diagonal-trigonometry builds, but there is something to be said for classic builds that might actually ever achieve a capstone. I get that playing through to 20th is a rare rare occurance, but it's nice to think it could still be a goal.

With core classes being specified, what archetype sources would be used? Only core? APG? Race Guide? Ultimates?

No Archetypes probably.


Albion, The Eye wrote:
John Woodford wrote:
Incidentally, I'd guess that people will be interested regardless of your rules choices. AP recruitments don't come along that often anymore.

I've noticed it, and I wonder why that is. Perhaps there is more of a focus on PF2e now.

trawets71 wrote:
I have a paladin I have been trying to finish this with. Never seem to get out of book two. He is a tiefling though so I guess that is out. Definite maybe then.
Yep, that is a very relevant point though. I find it 'makes sense' to have Aasimar and Tiefling in Wrath of the Righteous so I would be inclined to say they should be allowed, but it needs to be treaded lightly so it does not get out of hand :D

In this case I would definitely be interested. Kevin was originally built as a base tiefling and marshal path. I've been using the pitborn type and champion in later builds. Part of his shtick was that he got more demonic looking the longer in the worldwound through mythic eldritch heritage. Not an option here but I can get him down to core only.


Albion, The Eye wrote:
Evindyl wrote:
Albion, The Eye wrote:
John Woodford wrote:
I had a followup question: apart from restricting it to Core, what were you thinking of for character generation?

Another good question, though lets not get ahead of ourselves - this is only an interest thread ;)

I personally like 25pt buy builds because I think they offer you more 'options', but I also feel people tend to go even more min-maxing than usual with those. So 20pt buy is usually the 'safe' choice?

Though... Why not something different? Like 4d6 drop the lowest down the line? I like the 'randomizing' effect, but there are two things I am not crazy about - the possible shenanigans with the Paizo post preview feature, and the eventual disparities between character ability stats. Lets face it, it is never fun to be the 'below average' one in a group where everyone was really lucky with their rolls.

You can always do 'both' though, which is actually the better of 2 worlds in some ways versus 25.

You roll, and your rolls need to meet the 20pt threashold, Aroden be praised if you get all 18s. But if you get all 12s, that doesn't meet the 20pt buy, so you roll again. Just a thought.

For me, I would also rather that the rolling be done on Discord or any other way than here at Paizo, for any number of reasons, which isn't to say that I have ever cheated, or re-labeled rolls the way that I wanted the results to look, or ever added an un-needed roll ahead of a roll that I didn't like to get a re-roll ... but yeah, anywhere but here.

Interesting idea on the 20pt threshold. And an even more interesting one on where to roll the dice, with which I agree. Discord adds an extra layer of complexity though.

Slight modification to the attributes idea: Maybe first roll 4d6 (drop the lowest? Then decide between that or take a 20 pt build, leave it up to the player?

I have no opinion on where rolls are made, to be honest.


Not a fan of rolling because you could up with a batman to everyone's robin or worse yet you find yourself being robin to everyone else's batman.

Would you be working in mythic rules or no?

I have not played this one but it seems to be a big one to have powerful characters for so a 20-25 pt build would seem appropriate.

RPG Superstar 2015 Top 8

Doesn't this AP require use of mythic tiers?

An intriguing concept, but I think it would work better for an older AP that was designed when more players would be playing core only. Wrath of the Righteous, above many other APs, IIRC was really designed bearing in mind certain subsystems and allowing for a variety of player options. My two cents.


Is there any particular reason Mythic Tiers would not work with core characters? Asking honestly because I am not THAT experienced with Mythic PF, only used it once or twice as a character myself.

Dark Archive

I'd like to offer a couple ideas and thoughts. About the attribute rolls, to avoid shenanigans here, I'd advise the mentioned 4d6 drop the lowest with a minimum of 20 points, but instead of letting the players to roll, the GM rolls. So, for this to work, players would state their interest and request a roll from the GM and they reply to the request with the roll. No way of abusing anything.

I've personally seen this a good amount of times. The GM decides to go with the rolls and soon enough you'll see some people making comments, questions and expressing interest before rolling, while in the background they are previewing their rolls and when they don't like it they make a post and try again in a couple hours.

Albion, The Eye wrote:
Is there any particular reason Mythic Tiers would not work with core characters? Asking honestly because I am not THAT experienced with Mythic PF, only used it once or twice as a character myself.

The main reason is that a good amount of options from Mythic require other sources. As an example, from the almost 180 mythic feats, 47 of them (over 25%) are from other sources. Of the 297 mythic spells, 90 of them (over 30%) are from other sources. The Mythic Abilities aren't that problematic though, since most are generic enough.

Aside from that, since you've mentioned you are not that experienced with Mythic, I'd suggest you to make a good research here on the forums for common nerfs, like banning Mythic Vital Strike and Foebitting property from a legendary item, as an example.

Other thing is that mythic rules very quickly becomes a rocket tag game, and that would be considering a normal 4-players game. With 5 or 6 (usually the norm for PBP), this becomes even more absurd, so you'll for sure need to adjust things up because the usual thing of adding one or two mooks or maxing HP will not be close enough.

IMHO (I've run this AP almost to completion IRL), the mythic rules are the problem, NOT the many sources for regular character build, so limiting to core rules wouldn't really tone down mythic, while will diminish a lot the options for players.

Like DeathQuaker mentioned, I believe the idea of Core only works much better with the first 3-4 APs. For WotR, I'd suggest you not limiting so much, perhaps the following:

Hardcover Books: Core, Ultimate Magic, Ultimate Combat, Ultimate Equipment, Mythic Adventures - (this would exclude the hybrid and occult classes, as well as the vigilante)
Softcover: Allow all of them, but limit to 1 single source for each player.

RPG Superstar 2015 Top 8

Albion, The Eye wrote:
Is there any particular reason Mythic Tiers would not work with core characters? Asking honestly because I am not THAT experienced with Mythic PF, only used it once or twice as a character myself.

I was merely pointing out that Mythic rules themselves are non-core, but Sir Longears has made a much better explanation.

Sir Longears wrote:

Like DeathQuaker mentioned, I believe the idea of Core only works much better with the first 3-4 APs. For WotR, I'd suggest you not limiting so much, perhaps the following:

Hardcover Books: Core, Ultimate Magic, Ultimate Combat, Ultimate Equipment, Mythic Adventures - (this would exclude the hybrid and occult classes, as well as the vigilante)
Softcover: Allow all of them, but limit to 1 single source for each player.

IMO I would add the APG to this (very useful things in the APG like archetypes, alternate racial traits, and additional combat maneuvers that the Adventure Path is likely to use), and the Unchained classes, because they explicitly fix some balance and functionality issues with core. You could however restrict races and classes to core only however, and just use the spells and feats, etc. from the other books.

I would eliminate softcovers entirely, but that's my bias as I tend to mostly ban them for my online games anyway. I find them too full of stuff that's either broken or way too circumstantial.


Sir Longears wrote:
The main reason is that a good amount of options from Mythic require other sources. As an example, from the almost 180 mythic feats, 47 of them (over 25%) are from other sources. Of the 297 mythic spells, 90 of them (over 30%) are from other sources. The Mythic Abilities aren't that problematic though, since most are generic enough.

Thank you for the well thought out and detailed comment Sir Longears!

By contrast I would say ONLY about 1/4 of the options from Mythic require other sources, which seems to still leave a lot?

But I do realize a big part of the 'difficulties/issues' in running this AP might be due to the Mythic rules themselves. I would just hope the Core restriction might ameliorate some of the extreme rocket-tag (I personally hate rocket-tag). But of course I cannot attest to it.

In any case, that is why we are here in this thread - to discuss if it would work (or how it could work by adding/removing allowed sources), and if there would be people interested in it. So I value all input, the discussion itself, and hearing from people with more experience than me.

Personally, as a DM I am not interested in running a PF1e game which is not Core only (explaining why would be a whole other can of worms, so lets just go with 'because' for now) - I could envision content from other sources trickling in, but as part of the game itself, not from the get-go at character creation.

I am not necessarily against allowing classes (only) from other sources, just on the fence about it. Mainly because I have seen in the past it brings a whole new set of issues/questions/considerations to the table. I think I once suggested a Core only game, but which would allow any class (except Occult and Vigilante stuff), and that generated a debate around whether the classes are playable or ruined by simply allowing them and not the Feats/Archetypes/Traits and whatever else which comes with them, even though I don't think I remember (my memory could fail me) anyone having been able to point out an example.

So I feel that sticking to Core makes things simpler for everyone (DM included) ;)

P.S. DM rolling for the players - I think I like that soultion!

Dark Archive

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Albion, The Eye wrote:
But I do realize a big part of the 'difficulties/issues' in running this AP might be due to the Mythic rules themselves. I would just hope the Core restriction might ameliorate some of the extreme rocket-tag (I personally hate rocket-tag). But of course I cannot attest to it.

By my experience, like I've mentioned, core only will alleviate almost nothing about the extreme rocket-tag. This is why I've came up with the restrictions that DM Delmoth is using for his campaign (I'm GM Toothy that he mentioned in his recruitment post).

If you want to keep things extra simple, perhaps you could consider the following:

>Run the game with 6 players;
>DO NOT use any of the Mythic Rules. These rules only kick in from books 2 onwards and each of them have a section with instructions on how to run them with non-mythic. I believe it might actually be easier to tone down a couple tough encounters than buff all of them (which is necessary if you go 5-6 players with Mythic).

If you are only comfortable with core, than there is no point in trying to "squeeze" anything more. Full disclosure, I've no dog in this fight because like I've mentioned in DM Delmoth's game, I'm already at my limit of games, so consider this as just a fellow GM giving advice to another one.

RPG Superstar 2015 Top 8

I want to clarify and support that you can and should run a game Core only if you want.

My opinion, however, is that Wrath of the Righteous specifically is a non-ideal AP to select for that route, and you may be creating a headache for yourself as the AP itself makes use of non-Core rules, races, classes, and subsystems.

I personally would app into many PBPs if Core only was a restriction, and depending, might even find that attractive. This is not one of them. I am saying this all not as a criticism, but as advice and to respond to the interest check in a way that I hope is informative.

Good luck and happy gaming.


DeathQuaker wrote:

I want to clarify and support that you can and should run a game Core only if you want.

My opinion, however, is that Wrath of the Righteous specifically is a non-ideal AP to select for that route, and you may be creating a headache for yourself as the AP itself makes use of non-Core rules, races, classes, and subsystems.

I personally would app into many PBPs if Core only was a restriction, and depending, might even find that attractive. This is not one of them. I am saying this all not as a criticism, but as advice and to respond to the interest check in a way that I hope is informative.

Not at all DeathQuaker, in an Interest check you voice whether you would be interested or not. That is how it is supposed to be.


I would be interested in playing. Core only sounds fine.

Dark Archive

I would be interested in playing if you have room, lots of options still with pf1e core only


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I like Core only campaigns, or even Core + a few other sources. I like that this limits options, since when making a character for PF nowadays I often suffer from decision paralysis (especially if making a caster), and it can help to make a thematically cohesive party. And PF1E suffered from power creep as more and more material was released, so limiting that can help the party and the GM.

As for the issue with the mythic rules, I think either option would be fine. I know that the AP has rules for running non-mythic (although I don't recall ever hearing any feedback for how such a campaign went). Also, I recognize the above speculation about how the mythic feats and spells interact with material beyond Core material, but I would say that it's only speculation until someone actually tries it out.

Also, I'm just sharing my opinion as someone who would not try to play in this campaign. I don't try and apply to 6-part AP PbPs anymore. I think that they become a slog in the PbP format.

Dark Archive

Andostre wrote:
Also, I recognize the above speculation about how the mythic feats and spells interact with material beyond Core material, but I would say that it's only speculation until someone actually tries it out.

LOL. Speculation? Are you aware how mythic feats and mythic spells work? They are nothing but upgrades to existing feats/spells.

Example: You can only take Mythic Power Attack if you already have Power Attack. So, for you to take Mythic Improved Dirty Trick, you need Improved Dirty Trick, and since it isn't core, you can't take the mythic version.

The same works for spells.

There is no speculation at all. It is a fact that limiting to core only, a reasonable amount of mythic feats and spells will simply be unavailable.


Sir Longears wrote:
Andostre wrote:
Also, I recognize the above speculation about how the mythic feats and spells interact with material beyond Core material, but I would say that it's only speculation until someone actually tries it out.

LOL. Speculation? Are you aware how mythic feats and mythic spells work? They are nothing but upgrades to existing feats/spells.

Example: You can only take Mythic Power Attack if you already have Power Attack. So, for you to take Mythic Improved Dirty Trick, you need Improved Dirty Trick, and since it isn't core, you can't take the mythic version.

The same works for spells.

There is no speculation at all. It is a fact that limiting to core only, a reasonable amount of mythic feats and spells will simply be unavailable.

What I was referring to is how a mythic WotR game would play if over 30% of mythic spells (to use your statistic from upthread) are taken out of the game because they rely on spells not in the Core rules. And a similar situation for mythic feats. Unless someone with that experience speaks up for how such a game would play, the discussion about it is just speculation.

I was not implying that you could use a mythic spell or feat without it's base spell or feat. What I am implying is that a group could try out a mythic game that uses only the Core spells and feats and their mythic counterparts. They could just go for it and see what happens.


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I'll offer my opinion, because I feel this is a valid discussion.

It is very valid that GM wants to limit some rules because they are known to allow overpowered character creations. However, in ky experience, if the GM does not fully understand the reason for this to happen (as Albion claimed they didn't), there will always be ways for players who do understand the specific mechanics to become extra powerful, because there will be cracks in the banning.

My advice to them is to just copy the mechanics limitation from the other WotR recruitment, since it was done by experienced GMs. Or, in a more chaotic approach, just allow everything and bloat enemy stats like in the wotr video-game.


I absolutely agree with Veniir, except in one aspect. For a GM who trying to become more experienced and learn to recognize how these mechanics are broken, limiting the field of options does make it easier for them to start to see the real root problem when their players break things.

Also, ideally a GM should aim to use rulings, tactics, and environment to balance things rather than just boost stats. Boosting stats to balance things is the lazy approach. I'd challenge any such GM to run a campaign and make their encounters challenging without ever boosting stats and also by only using enemies of lower power than the APL, even in the boss fights. If they manage to actually make the players feel like they barely survived, then they can call themselves a good GM.


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Andostre wrote:
I was not implying that you could use a mythic spell or feat without it's base spell or feat. What I am implying is that a group could try out a mythic game that uses only the Core spells and feats and their mythic counterparts. They could just go for it and see what happens.

Yeah, this is also my perspective, and I can see there are several experienced DMs who feel this is not the way. Of course I cannot be sure until it is actually done. Or until someone who has done it before tells me it failed, and explains why :)


So, mythic:

If you play it straight, with the excpetion of mirror dodge and, to a different degree beyond morality, mythic stuff has way more offensive then defensive applications.

Core only actually doesnt do that much to reduce the offense, vital strike is very potent in mythic because you can burn a mythic to have an extra standard, and mythic vital strike ups vital strike to a near full attack level, mythic power attack is also very strong, and you thus keep the mythic offense by being just core, without really having as many defensive options (for example swashbucklers. Succubus swashbucklers dont die instantly for example).


I'll throw in my two cents. I am not applying to that other Wrath recruitment preciously because of the changes being made. I don't like them and don't want to play that game so I won't. No biggie.

I am GM'ing a Wrath game and my restrictions are a bit larger in a way and I still HATE mythic vital strike. Regardless of what you do ban it would be my advice. It makes every hit a critical basically and the multiplier goes up as you add feats. I am running a Paladin only game and restricted it to core plus a few things. When I had 6 in the game I was adding enemies and advanced template and maxing HP. I have found what I think works best is smart enemies. If the enemies have enough HP to take more than 1 vital strike it's a bonus but I am not currently upping those. Currently at the end of book 2.

In the end I think you run the game you want to run.

Dark Archive

My first time running this AP was for my RL friends. While they are used to Pathfinder, they are not very well versed on it and usually just make choices because they "look cool" instead of being powerful or not. Because of this, I've indeed run it using only core rules.

We've gone up to book four before we as whole decided to stop. The reason? The mythic rules were just too broken, even for them who had absolutely no level of optimized characters. It was an extreme rocket-tag game. It was either the PCs stomping the encounters or the enemies stomping them, no middle term.

So, what I want to say is: you want to run a core-only WotR game? Sure, go for it and I really hope you have a good time. It will work just fine in terms of power, for you really don't need the other races/classes/feats/spells to succeed. It will also be a simpler game with less strange abilities and so on. What will not happen, however, is any change in this rocket-tag effect, because it happens because of the mythic rules, not anything else.


Sir Longears wrote:

My first time running this AP was for my RL friends. While they are used to Pathfinder, they are not very well versed on it and usually just make choices because they "look cool" instead of being powerful or not. Because of this, I've indeed run it using only core rules.

We've gone up to book four before we as whole decided to stop. The reason? The mythic rules were just too broken, even for them who had absolutely no level of optimized characters. It was an extreme rocket-tag game. It was either the PCs stomping the encounters or the enemies stomping them, no middle term.

So, what I want to say is: you want to run a core-only WotR game? Sure, go for it and I really hope you have a good time. It will work just fine in terms of power, for you really don't need the other races/classes/feats/spells to succeed. It will also be a simpler game with less strange abilities and so on. What will not happen, however, is any change in this rocket-tag effect, because it happens because of the mythic rules, not anything else.

I really hate rocket-tag, and will always do my best to avoid it. So thank you Sir Longears, for recounting your own experience with Core + Mythic + an inexperienced group. It is exactly the kind of input I was looking for, because opinions we can all have, but one from someone who has already actually done it carries much more weight. It is a shame though, because I do liek the concept of Mythic heroes.

Dark Archive

The concept is indeed very cool and I've tried to run it three times, two in the boards, but in both accounts it lasted a bit over book 1 when RL caught up with me.

Sadly PBP is very dependant on momentum and when it is lost, it is hard to recover.


Has anyone here used any of the 3rd party Mythic sourcebooks? Particularly, the ones from Legendary Games. I've always wondered if they helped with the inherent problems with Paizo's Mythic rules.


Sir Longears wrote:

My first time running this AP was for my RL friends. While they are used to Pathfinder, they are not very well versed on it and usually just make choices because they "look cool" instead of being powerful or not. Because of this, I've indeed run it using only core rules.

We've gone up to book four before we as whole decided to stop. The reason? The mythic rules were just too broken, even for them who had absolutely no level of optimized characters. It was an extreme rocket-tag game. It was either the PCs stomping the encounters or the enemies stomping them, no middle term.

So, what I want to say is: you want to run a core-only WotR game? Sure, go for it and I really hope you have a good time. It will work just fine in terms of power, for you really don't need the other races/classes/feats/spells to succeed. It will also be a simpler game with less strange abilities and so on. What will not happen, however, is any change in this rocket-tag effect, because it happens because of the mythic rules, not anything else.

I had a similar experience with my IRL group. I love the AP to death. Even though it was rocket tag combats were taking forever to resolve. There was one battle that took a whole 4 hour session to do and that's when we decided to call it quits, it was towards the end of book 5.


trawets71 wrote:

I'll throw in my two cents. I am not applying to that other Wrath recruitment preciously because of the changes being made. I don't like them and don't want to play that game so I won't. No biggie.

I am GM'ing a Wrath game and my restrictions are a bit larger in a way and I still HATE mythic vital strike. Regardless of what you do ban it would be my advice. It makes every hit a critical basically and the multiplier goes up as you add feats. I am running a Paladin only game and restricted it to core plus a few things. When I had 6 in the game I was adding enemies and advanced template and maxing HP. I have found what I think works best is smart enemies. If the enemies have enough HP to take more than 1 vital strike it's a bonus but I am not currently upping those. Currently at the end of book 2.

In the end I think you run the game you want to run.

When I ran my IRL game I was routinely doubling the HP of enemies, just so they could get a single round of actions in.

The party became very reliant on a vital strike build with a single attack that completely obliterated a single target, eventually doubling HP didn't matter. What was funny was there was an encounter, completely skip-able, that was immune to the 1st attack in the round so the vital strike character hit it and did no damage. They ran away even though they could have easily beat the encounter if they just did a full attack.


This discussion did give me an idea for a new basic roll mechanic, instead of just comparing straight linear values, roll 3d6 and then set the DC to 10 or 11 (for "beat" or "meet or beat") then add a scaling value to the DC based on the difference in bonuses, so for example, when AC (not including the base 10) is only a couple points different from the attack bonus, you modify the roll DC by that difference, but when the difference gets larger, like 9 or 10 points difference, the actual adjustment to the roll DC is much less. Eventually, when the difference gets too big, a few extra points stop mattering. Might encourage more balanced builds rather than just stacking a particular strategy to insane heights.

Pair this with a similar concept on dmg, where the higher damage is vs resistance/DR or whatever, the actual dmg to HP likewise scales, so as the damage dealt gets higher you get less of a return on the number of HP the target loses.

I'll have to flesh the idea out, but it might prevent rocket tag if done right.


I am trying to gm it and get into slight issues as well.

I did the following thing:

--As an immidiate action, expend X points of mythic power, you heal for X*10% of your max hp.

--Mythic vital strike is banned

--All bad guys start with some defensive spells

--There is a certain scammy cambion mythic alchemist who makes mythic b$$@!!+% to make contigency heal potions, although the party can also buy from him.
Just make sure you dont get scammed. One of my parties ended up actually liking Mustafen enough that they assisted him against Haagenti.

--And underappreciated problem is that wotr has really good loot, and a massive amount of it especially in act 3, and legendary item upgradeable allows for downtime less additions of new things, transforming gold directly into typically firepower.

--Legendary item is generally speaking super strong. Taking the spellcasting ability together with a 4th level spell list, such as Bloodrager or Paladin is potent, or you go for the incredibly good alchemist spell list. Whats more, casting via a legendary item is an SLA, so you can do this as an amazing initiative action.


So, is this campaign still likely to happen?


I liked the option GM Delmoth used for Mythic in his game. It doesn't use the Mythic feats or any of the over-powered stuff, but does make the heroes stronger, more "Heroic".


I think just full gestalting with prestige classes at mythic tier level is also quite cool.


True. Take the Mythic points out of the equation....


How does gestalt compare to mythic rules? Is one very obviously more powerful or out-balanced than the other?


Gestalt is basically old school version of multiclassing (minus the reduction in progression speed). It grants greater flexibility, but not really greater numerical power. Not really sure how mythic compares as I’ve never got to play it, but most of what I hear about it implies it just gives bigger numbers, which would be far more powerful and less interesting than gestalt.


Gestalt is reasonably strong since it often results in better safes, skillpoints or babs, character have more options, and a bit less weaknesses.

It is a lot less imbalanced then mythic.

It is much weaker then mythic in combat. Mythic has basically autopounce for anyone, a free standard action (costing a mythic) per turn, you can get like, with haste, 4 attacks at your full bab + whatever iteratives.

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