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<blockquote data-quote="Neonchameleon" data-source="post: 5704630" data-attributes="member: 87792"><p>Kingmaker. It's an excellent six level themed megadungeon most of the way through. But might as well have been <em>designed</em> to expose the weaknesses of Pathfinder. Fifteen minute adventuring day? Hexes are twelve miles across and it takes at least a day to properly explore one. Spellcaster dominance? A properly built caster provides strategic resources (don't get me started on the Lyre of Building and a setting like Kingmaker). A fighter doesn't. Underrating casters and creating railroads? From module 4 on there is supposedly strategic combat. At the start of module 4 (about 9th level), a rival army invades. This consists of about half a dozen trolls and a hundred troops with no magical support (the leader has a will save of +3). And the PCs are given a few hours warning and according to the module wait at home rather than head out to delay the invaders and turn the trolls into jerkey - or point them at the rest of their army. In module 5 (13-15th level) it's war. And apparently the only thing to stop an unsupported army is another army. You aren't officially allowed to look at the hundred (unsupported) trolls, fly out of rock range, and drop fire on them. And raising combined species armies is against the rules (whereas I'd use kobold skirmishers/slingers, human warriors, and centaur light cavalry in one army). Plus don't get me started on the numbers involved.</p><p> </p><p>This isn't stopping me running it ... in 4e. (With the house rule that an extended rest is a long weekend somewhere actually safe).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5704630, member: 87792"] Kingmaker. It's an excellent six level themed megadungeon most of the way through. But might as well have been [I]designed[/I] to expose the weaknesses of Pathfinder. Fifteen minute adventuring day? Hexes are twelve miles across and it takes at least a day to properly explore one. Spellcaster dominance? A properly built caster provides strategic resources (don't get me started on the Lyre of Building and a setting like Kingmaker). A fighter doesn't. Underrating casters and creating railroads? From module 4 on there is supposedly strategic combat. At the start of module 4 (about 9th level), a rival army invades. This consists of about half a dozen trolls and a hundred troops with no magical support (the leader has a will save of +3). And the PCs are given a few hours warning and according to the module wait at home rather than head out to delay the invaders and turn the trolls into jerkey - or point them at the rest of their army. In module 5 (13-15th level) it's war. And apparently the only thing to stop an unsupported army is another army. You aren't officially allowed to look at the hundred (unsupported) trolls, fly out of rock range, and drop fire on them. And raising combined species armies is against the rules (whereas I'd use kobold skirmishers/slingers, human warriors, and centaur light cavalry in one army). Plus don't get me started on the numbers involved. This isn't stopping me running it ... in 4e. (With the house rule that an extended rest is a long weekend somewhere actually safe). [/QUOTE]
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