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General Tabletop Discussion
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Running WotBS under Pathfinder and considering slow level progression
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<blockquote data-quote="RangerWickett" data-source="post: 6897116" data-attributes="member: 63"><p>I mean, you could change things, but the intention of WotBS was to go all the way and use pretty much every tool in the box. The bad guys definitely use things like Gates and greater planar binding to power some of their schemes, and from adventure 9 onward we assume the PCs are capable of leading the charge into a horde of soldiers and taking on a mundane hundred foes apiece. </p><p></p><p>It would be more realistic and down-to-earth to reduce some of that, which would change the tone a bit from nigh-mythical to merely grandiose. In the final module we assume the PCs have an ally who can teleport them around a battlefield so they can respond to a half dozen threats in one day. Adventure 10 and 11 are fairly dependent on having reliable flight magic. And there's at least one noteworthy Prismatic Sphere that you'd need to tweak if you want the PCs to be able to bypass it readily.</p><p></p><p>I mean, go for it. If you're already converting to PF, I bet it's easier to make Leska a Cleric 3/Wizard 7/Mystic Theurge 10 than the bizarre epic level madness we made her in 3.5 D&D. Just don't be afraid to bend or break the rules to keep things flavorful and smooth. </p><p></p><p>Trillith, in particular, are mechanically wonky. The main intention is that they're incorporeal normally, but when exposed to the song of forms they become solid. They also can choose to animate matter and gain a physical body so they can attack.</p><p></p><p>Inquisitors and counterspelling are pretty key, though how prominent they are depends on what classes your PCs pick. Some new things in PF are magical but aren't technically spells (like witch hexes), and you might need to tweak inquisitors because they ought to be able to counter that stuff too.</p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 6897116, member: 63"] I mean, you could change things, but the intention of WotBS was to go all the way and use pretty much every tool in the box. The bad guys definitely use things like Gates and greater planar binding to power some of their schemes, and from adventure 9 onward we assume the PCs are capable of leading the charge into a horde of soldiers and taking on a mundane hundred foes apiece. It would be more realistic and down-to-earth to reduce some of that, which would change the tone a bit from nigh-mythical to merely grandiose. In the final module we assume the PCs have an ally who can teleport them around a battlefield so they can respond to a half dozen threats in one day. Adventure 10 and 11 are fairly dependent on having reliable flight magic. And there's at least one noteworthy Prismatic Sphere that you'd need to tweak if you want the PCs to be able to bypass it readily. I mean, go for it. If you're already converting to PF, I bet it's easier to make Leska a Cleric 3/Wizard 7/Mystic Theurge 10 than the bizarre epic level madness we made her in 3.5 D&D. Just don't be afraid to bend or break the rules to keep things flavorful and smooth. Trillith, in particular, are mechanically wonky. The main intention is that they're incorporeal normally, but when exposed to the song of forms they become solid. They also can choose to animate matter and gain a physical body so they can attack. Inquisitors and counterspelling are pretty key, though how prominent they are depends on what classes your PCs pick. Some new things in PF are magical but aren't technically spells (like witch hexes), and you might need to tweak inquisitors because they ought to be able to counter that stuff too. Good luck. [/QUOTE]
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Running WotBS under Pathfinder and considering slow level progression
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