Suggestions for things to improve, fix, or add for the ZEITGEIST Act One compilation?

Tukka

Visitor
Xambria's "Pleased" Concordance power reads:

Power (Daily *Force): Standard Action. Attack: Close Burst 3 (enemies in burst). 1d20
+ Level +3 vs. Fortitude. Hit: 3d10 + Intelligence, Wisdom, or Charisma force damage
and push the target 4 squares. Miss: Half damage and push the target 2 squares.

I think it's supposed to read "... or Charisma modifier force damage."

Even with that fix, I feel it's pretty strong; it's like a good level 9 striker/controller daily power. I'm nerfing it a bit for my campaign.
 

bert1000

Visitor
Not sure if I’m the audience for the compilation or not. I have the pdfs from an EnWorld subscription but have not had the chance to run it yet. Loved reading it though and on my list to run. Is this compilation being sold separately or will it be available to subscribers?

Revisions / additions I'd like to see:

1) Revisit all combat stats and alter when necc. to reflect feedback from campaign threads (e.g., damage values too low, use of too low level threats , etc.) and incorporate late 4E monster design thinking

2) Tweak themes to better balance the mechanical benefits. I actually don’t like the idea of adding new themes if you aren’t going to provide links in the adventures. That’s what makes the themes really cool. Also agree with the poster that the existing themes are philosophies and world outlooks and not just 'professions', etc. Keep it that way.

3) Add paragon paths related to themes

4) Revise descriptions next to NPC portraits to leave off anything that is not common knowledge so they can be easily handed out.

5) Add some high level visual descriptions of the major foreign cities (agree with some of the others that it is a plus to not have details on everything but this would be nice)

6) More material about RHC (e.g., around how many other investigators in Flint?)

7) Would be cool to have more (optional) skill challenges for investigations and such. I also prefer the Obsidian version.
 
Not sure if I’m the audience for the compilation or not. I have the pdfs from an EnWorld subscription but have not had the chance to run it yet. Loved reading it though and on my list to run. Is this compilation being sold separately or will it be available to subscribers?
I'll have to defer to [MENTION=1]Morrus[/MENTION] on matters of subscriptions.

1) Revisit all combat stats and alter when necc. to reflect feedback from campaign threads (e.g., damage values too low, use of too low level threats , etc.) and incorporate late 4E monster design thinking
I intend to do a bit of this, but it'll mostly be quick math fixes rather than any significant changes in the types of enemies.

2) Tweak themes to better balance the mechanical benefits. I actually don’t like the idea of adding new themes if you aren’t going to provide links in the adventures. That’s what makes the themes really cool. Also agree with the poster that the existing themes are philosophies and world outlooks and not just 'professions', etc. Keep it that way.
Check out: http://www.enworld.org/forum/showthread.php?339496-4e-Theme-balance-power-and-utility-and-other-thoughts-(Spoilers)&p=6208209&viewfull=1#post6208209

3) Add paragon paths related to themes
Currently working on these.

4) Revise descriptions next to NPC portraits to leave off anything that is not common knowledge so they can be easily handed out.
We're making NPC cards that will work like this (probably something like $20 for a pack of 150 cards), and we'll probably make the PDF version free for subscribers. But the NPC descriptions in the adventures are intended for DM reference.

5) Add some high level visual descriptions of the major foreign cities (agree with some of the others that it is a plus to not have details on everything but this would be nice)
Hm. Maybe I can add a 'cities of the world' section to the Player Guide. Trying to fit in city descriptions in-line with the rest of the text would throw off the flow, but an extra section might work.

6) More material about RHC (e.g., around how many other investigators in Flint?)
Done.

7) Would be cool to have more (optional) skill challenges for investigations and such. I also prefer the Obsidian version.
Depends. It's easy for me to edit stuff in the Player Guide and Campaign Guide, but we're hoping to save Eric our layout guy from having to redo 500 pages of layout from scratch. I'm trying to limit myself to spot changes, rather than large sweeping alterations. Thurston is planning to work on 'RHC Casefiles,' though: an appendix which might be a nice place to add this material.
 

Starfox

Adventurer
The Dying Skyseer, Pathfinder version, p 1: "XX, dubbed “Gale” by the newspapers for her singular ability to fly away from the scenes of her crimes, despite most scholars saying such flight magic is impossible."

"most scholars saying such flight is impossible" is incongruous in Pathfinder, where flight ability abounds. This might have impact on the plot too, not read it that closely.
 

Morrus

Well, that was fun
Staff member
Suggestions for things to improve, fix, or add for the ZEITGEIST Act One comp...

The Dying Skyseer, Pathfinder version, p 1: "XX, dubbed “Gale” by the newspapers for her singular ability to fly away from the scenes of her crimes, despite most scholars saying such flight magic is impossible."

"most scholars saying such flight is impossible" is incongruous in Pathfinder, where flight ability abounds. This might have impact on the plot too, not read it that closely.
Flight ability does not abound in Zeitgeist. There's some stuff about that in the Player's Guide.
 

Morrus

Well, that was fun
Staff member
The PDF will be available eventually to subscribers. The Kickstarter backers have t get it first, though.
 

Tukka

Visitor
Always on Time, Battle of Colmar's Folly:

* Privateer Officers: Someone in this thread mentioned early on how underleveled enemies don't work very well in 4e but couldn't recall exactly where they were used. Here's one (another is the Kaja fight in Digging for Lies). You would probably be better served having either higher level minions/goons, or a smaller number of appropriately-leveled enemies. Personally I bumped the officers up to level 6 and removed two of them from the Amicus.

* Obscurati Marines. The Courseur ability doesn't have a usage frequency attached to it. I assume it's supposed to be an at-will.

* Glaz du Sang Marie. He has two powers called Icicle Rain. I think the second one (the encounter power) is supposed to be called Ice Slick or something. Also, his defenses are kind of weird (I guess this is because he's supposed to depend on Ice Shield to defend against most conventional attacks?). I moderated them, so he has AC 22, Fort 20, Ref 22, Will 24.
 
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Tukka

Visitor
I'm not sure if you're still looking for feedback, but I'm in the middle of running Always on Time now, and one issue I've been having is keeping the movements of all of the suspects straight during the overnight stays in the cities. My group opted to split up and tail multiple suspects, sometimes going for stealth, and at other times overtly attempting to invite themselves along with the suspects, and I am having a really hard time just tracking the basics of who would be where and where they'd be going next, to the point where I felt I had no time or mental energy remaining to add any interesting narration, color, or complications.

I think what might help is if each enclave stay were broken down into a timeline and/or skill challenge type format.

Perhaps break each stay down into three or four stages (roughly corresponding to a 1-2 hour period of time) which would be further broken down down by suspect. I'd also break "Luc's crew" down into its acting units, since each of those NPCs act independently except Luc & Ottavia, but note the points at which they're most likely to spot or intrude upon a PC shadowing one of their allies.

It would also be nice if a little detail were provided about the various locations named in each city, especially those that the NPCs visit, particularly details that might have implications for how the PCs and NPCs can maneuver about and watch each other.

I realize this would entail quite a bit of extra detail and formatting for those sections, but stakeouts and trailing are an important part of a spy/mystery adventure, and I'm having a difficult time doing it justice at the moment.

One other thing: it would be nice to have a few suggestions about the kind of information the suspects might let loose on a successful interrogation, or the kind of information/misinformation they might use to deflect the party members on failed checks. In some cases this is pretty easy to come up with, but again, with the large cast of characters, I struggled a bit to internalize everyone's motivations, secrets, covers, etc. based on generalities.
 

al_fredo

Visitor
Digging for Lies

As mentioned in the other posts...the Ziggurat of Apet final trap should definitely trigger no matter what. And you may want to make the rainbow room more of a 'must do' some how.

Another thing I have quickly found (and it is pervasive in 4e) is the Disease mechanic for Distant Madness. It is good that it operates less like normal diseases. A saving throw to avoid is too easy, so at least here you automatically get it...and can advance a step when you get it again. I guess that balances the next thing I'm going to say: It's too easy to cure. The DCs are relatively low...and if they aren't there, since another character can use Heal in place of it, along with 'aid another', it seems pretty trivial.

I think the Mind Scar is the coolest part (the effects of the disease are pretty rough, i will say.) I might recommend, that while having distant madness, you also have a Mind Scar, not just if you get to zero on psychic. Or maybe, if you're cured - you feel the latent affects for 1d4 days anyway. I want PCs to use the Insane insight...so I might just enforce it, as it is optional/role-playing hook.

Some also mentioned Kaja not getting killed in her cell...I'm going to have Saxby transfer her to Slate, and possibly be ambushed en route. Not sure if i want to keep her alive yet.
 
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roadtoad

Explorer
Player's Guide

I just discovered this passage on page 23 of the Player's Guide while doing some background write-ups:

"The Second Victory ended with a legendary battle just outside the walls of Alais Primos, where legions of Clergy-blessed warriors faced an army led by the goddess Srasama herself."

Shouldn't the Second Victory have happened just outside the walls of the pre-Malice Clergy seat, Methia? Otherwise Crisillyir would have the null-magic problem instead of Danor, right?
 
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I just discovered this passage on page 23 of the Player's Guide while doing some background write-ups:

"The Second Victory ended with a legendary battle just outside the walls of Alais Primos, where legions of Clergy-blessed warriors faced an army led by the goddess Srasama herself."

Shouldn't the Second Victory have happened just outside the walls of the pre-Malice Clergy seat, Methia? Otherwise Crisillyir would have the null-magic problem instead of Danor, right?
Nope. The eladrin never got that far. They had the big fight in Crisillyir, while magic mojo was going on a thousand miles away in Methia. The death of Srasama back-lashed through the ritual and hit Methia, and also hit the local spot of everyone fighting near Alais Primos.
 

Obryn

Visitor
We're starting a Zeitgeist campaign, soon, and I've been reading the intro mateiral. Here's my thoughts...

(1) The Eschatologist needs a better Theme power. As it stands, it's almost all downside for the PCs at the cost of a Standard action.
(2) The Yerasol Veteran's ability looks underpowered as a Standard action, too.
(3) Guns... So I've been thinking of ways to improve guns and have gotten a few suggestions from others. I love the idea of people shooting a volley before dropping their guns and heading into melee. So IMO, in order for this to happen, one of two things could help.

First, instead of Guns being Dex-based, their numeric bonuses are based on your Best Attribute, much like a theme ability. So for Fighters, it'd be (probably) Strength, for Bards Charisma, etc. Second, you get to use your best feat bonuses to Attack and Damage you have for any other weapons/implements, making them basically comparable to whatever your best attack is.

Alternately (as was suggested to me on another forum), they could be Encounter-use magic items, simply attacking at Level + 5 vs. AC and doing 2d6+Level damage on a hit. This is easier, but makes gun specialists more difficult...

Just some thoughts!
 

roadtoad

Explorer
Nope. The eladrin never got that far. They had the big fight in Crisillyir, while magic mojo was going on a thousand miles away in Methia. The death of Srasama back-lashed through the ritual and hit Methia, and also hit the local spot of everyone fighting near Alais Primos.
Wow. Completely missed that. Possibly the result of all the info on the Great Malice being scattered into a bunch of different sections. Maybe a sidebar somewhere on the Great Malice would help, since it's such a central event to the world?
 

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