To answer your question for Cypher:
A creature succeeds at tasks below its level and fails at tasks above its level.
A creature has (level) x3 hit points.
A creature deals (level) points of damage on a hit.
The base difficulty to interact with the creature in any way (attack, dodge...
Party is entering into an power plant which has gone dark. They know a Necromancer is behind the situation. Gunslinger, Rogue, Gunslinger #2, and Kineticist.
Gunslinger opts to Scout
Rogue opts to Search
Gunslinger #2 opts to avoid notice
Kineticist opts to Investigate (Religion), since he...
I use exploration mode in every single game session. It really streamlines the dungeon exploration process and keeps the pace up.
I miss it when I'm playing trad RPGs that don't have it.
PF2 is significantly Heavier than most other RPGs. You have to sacrifice a lot of good things about the systems to cram a meaningful session into a short time slot, especially if that time slot includes reading pregens and explaining the rules.
Context: I have GM'd for an investigator from levels 1 through 9, and three campaigns overall.
The investigator benefits from having setup time, but it isn't necessary to the class working.
You don't need any of the above, you can ALWAYS use Devise a stratagem (and should be most rounds!)...
It looks like they are doing this - most of what XP could be spent on in the current edition will cost Resource Points instead.
What they're specifically keeping is XP for rerolls or player intrusions, which I think is a good thing, to keep them rare.
Controversial take, XP for rerolls is good and I'm glad they're keeping it. You should be incentivized away from rerolling all the time - its more fun when rerolls happen only in desperate moments.
Just want to comment on this specific fight setup -
Graz'zt should be using his teleport to stay out of movement range of all the melee PCs. He has 4 casts of Dominate and a number of spells/legendary actions which create more distance between him and his foes. Was the combat in a very small...
I think the modern OSR is not built to deliver you this kind of experience. While you certainly CAN do this in OSR games with lots of houserules, its not a good starting spot.
Your best bet would be systems/adventures designed for trad play - either just actually playing 2e AD&D, or trying...
Probably if the convention game revolved around a lot of combat. That said, Shadowdark adventures generally shouldn't revolve around a lot of combat, especially when you have a magic user without a bunch of offensive spells. Did you try avoiding combat?
You should have 4 more spells that you...
The most important thing is to make it clear to the players that it is their job to read and learn all the rules as well. They cannot show up and expect you to know everything. Everyone in the group should contribute to learning the game.
An adventure is words on a page. It is text and images used to convey information from author to reader. The only frame of reference that is the same between groups is the actual printed product.
Reviewing a module based on what a DM could hypothetically add to it doesn't make any sense. Yes, a DM can change anything and run things differently than they're written, certainly. That's not really saying anything.
What I am criticizing about kotb is what is in the text.