Gonna be completely honest, I think most APs I've played/run break down around book 2-3 (Kingmaker 1e and 2e, Quest for the Frozen Flame, Council of Thieves, Legacy of Fire, Mummy's Mask, Abomination Vaults.) So I don't know if I can blame it on Ruins of Azlant. I tend to get squirmy and bored...
Whatever the reason, it's not a fun time. I don't know - maybe drop us in a proper 2E AP, and that would be more dynamic? But really, the only change we're talking about is to make it more difficult on the rogue and gunslinger - and hoping that by decreasing their effectiveness the thaumaturge...
He doesn't need it because the ACs have all been easily critted in the first attack (usually crits on a 14+) and has something like double shot where he doubles the chances.
Battlefield design is part of it. He can stand on elevation or at the back of a narrowish corridor. Also he has a feat...
The thing is, my potentially outlier group is very effective. The gunslinger is a crit machine, and the rogue does big sneak attack damage, so we're able to take enemies down quickly. Most of the time it's before I can even get to the enemies.
But it's the concept of optimizing your way out of...
Not the next issue of an AP. I'm talking about the hardcover compilations that are released over a year later.
If you watch this Paizo Live, at about 20 minutes, Erik Mona mentions that the Gatewalkers compilation was "updated based on player feedback."
I've been struggling to find a negative take for several days. The best one I've found:
Paizo has acknowledged that compiling the single issue APs into a hardcover also gives them the chance to update to take into account player experience shared on their website and social media channels...
Maybe if the player rolls an odd number on a d20, spotlight goes to GM?
But you wouldn't want the spotlight to always be "monster attacks!" Consider things like foretelling advancing danger, a cool development in the environment (that could help or hinder the characters), advance the torch timer...
Since my barrage of complaints a year and a half ago, I see they've clearly labeled the Players Guide and GMs guide on DriveThru.
Great job.
I hope y'all are enjoying it.
We are getting to the last part of Book 3. And I don't know why it's dragging, whether the system, the AP, or just the group's pacing. We've been playing weekly for a year and just reached level 8.
I had a great time running a one-shot of Mothership. I don't know how well it would work as a...
Daggerheart and Fabula Ultima have altered how I look at games now. Being a Killer DM for decades, it's nice to have a system put that in the hands of the players instead of the pressure on a GM to craft Goldilocks encounters that feel challenging but don't threaten death at every turn.
In PF2's defense, you can kinda go through the book in order and build a character organically. You pick ancestry and get your heritage feat (listed in that section), stat increases, and traits. Then background and get that stuff. Then your class neatly lists what you get, the optional...
I'm a mirror/weapon implement Thaumaturge. I'm also the party's only frontline warrior-type. If I disengage, that opens up the rest of the party to get attacked and also denies me of my ability to use Reactive Strike. There have been the rare instance where I've been able to mirror myself to an...