This thread is to collect the lines of in-character dialog that thoroughly poke fun at the D&D genre.
1) We captured an assassin in Monday's game. Recognizing him by reputation, I warned my companions, "Careful guys! He's very dangerous. He's a bard."
Judging by the level of Carnival of Tears, I guess you use it between module one and two?
A friend of mine likes to run adventure paths with an interesting twist. He suggested letting the PCs be fey, and go to town with the seelie/unseelie thing.
I think I get what you mean about the NPCs and the roles. There ought to be at least a couple candidates for each slot. That way there's a meaningful choice the players get to make. Even the ones who don't get chosen should stick around and contribute voices to future discussions.
Those are good questions, Crothian. I'd guess many of the answers will depend on what the players choose to do. If they restrict themselves to the area, how much extra work are we talking about here?
Btw which River Kingdoms book do you suggest? There appear to be two different ones.
I'm also trying to make a list of all the books I'm going to need or that would help to run this game. Here's what I know of so far:
1. The six modules
2. Map folio
3. Core rulebook
4. Bestiary
5. Golarion campaign setting
What's missing?
I ordered the Kingmaker series from Amazon and I have the map folio already. A friend told me about a cool thing another DM did with the maps: she laminated them all together, then blacked everything out with erasable marker. She used a qtip to delineate the hexes, and wiped the fog of war as...
That's exactly my point. At this point in time, your personal definition of 'good character' appears to be approximately analogous to a good literary character. (ie Has clear motivations and a distinct personality.) That's cool. However, your tastes can also change over time
Hence the moving...
I'll go first.
1) "Sure, you can try to intimidate the city guard. He's got some allies nearby so you'll take -1 per guard and if you fail by more than 5 something bad will happen." (ie thrown in jail)
The http://www.enworld.org/forum/general-rpg-discussion/324158-you-can-but-penatly-same-you-cant.html thread got me thinking about the types of penalties DMs can impose in d20 games. Naturally, circumstance penalties and AoOs spring to mind, but there have to be other interesting options as...
Depends on the path. Kingmaker expects PCs to be about level 15 at the end. An E10 or E12 character with a raft of epic feats could be up to the challenge.
By that point, I would expect the DM to have a pretty good feel for what the party can handle CR-wise. He might need to tweak the contents...
I'm seeing more buildy type characters in our current game. I think it's because we're running E6, which imposes very heavy class constraints.
The really funny part is that our DM haaaaates builds and it drives him kinda nuts when players do anything remotely optimal.
My suggestion would be to play Pathfinder RPG with a hard cap max level similar to E6. You could probably run an adventure path as E10 with relatively little difficulty.
Btw the tough part to pull off as a ranged rogue is getting your sneak attack consistently after the first round. It is really really awkward to accomplish.
Bleeding does not stack: only the biggest one counts.
For the purposes of requirements analysis, I would also file bleed under the Damage category. Enemy debuffs are things like stun, blind, sickened, shaken, etc.
By default any given character can only really excel at a few facets of the game. It would be easier for us to help you if we knew what facets are highest priority for you. I'll list some of the bigger options and their subflavors ... if you can tell us the top three or four that'd be cool.
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