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<blockquote data-quote="Neonchameleon" data-source="post: 5790579" data-attributes="member: 87792"><p>Fixing most of Pathfinder's problems for the first three modules and much of the fourth is very easy IMO. A simple house rule that wizards only recover spells after 8 hours with a library or lab (give Oleg's a small shrine and a couple of books for 1st level spells), clerics with a temple, and druids with a grove. Which means that instead of just sleeping for 8 hours to recharge the spellcasters will have to slog back thirty miles. That'll make spell use a seriously strategic resource until you get to scry-and-fry levels.</p><p> </p><p>Fixing from the fourth module onwards I think needs a level restriction. [Spoiler]The fourth module (9th level or so) starts with an attack on the kingdom. The PCs get a few hours warning and the module then railroads them into hanging back at the threatened town. And presents six trolls as a realistic threat to the PCs - with the army they are with being lead by someone with a will save of +3. The PCs have a few hours to prepare for the attack.[/Spoiler] The rest of module 4 would be a great adventure - at level 6 or so. [spoiler]Destabilise a hostile realm with a feuding noble family and take over.[/spoiler] Would be a nice adventure if levelled down a little rather than the egg-sledgehammer game of high level casters it is (most of the nobles being casters). Or would be excellent if no one's gone for a wizard, cleric, or druid. Module 5 has the problem that casters can take out armies on open field - completely disrupting matters. And then there's the complete dicefest to start the module. It could work really well with a "let's not and say we did" attitude to the mechanics presented.</p><p> </p><p>Oh, and the domain management rules would be better done by spreadsheet. Always a bad sign.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5790579, member: 87792"] Fixing most of Pathfinder's problems for the first three modules and much of the fourth is very easy IMO. A simple house rule that wizards only recover spells after 8 hours with a library or lab (give Oleg's a small shrine and a couple of books for 1st level spells), clerics with a temple, and druids with a grove. Which means that instead of just sleeping for 8 hours to recharge the spellcasters will have to slog back thirty miles. That'll make spell use a seriously strategic resource until you get to scry-and-fry levels. Fixing from the fourth module onwards I think needs a level restriction. [Spoiler]The fourth module (9th level or so) starts with an attack on the kingdom. The PCs get a few hours warning and the module then railroads them into hanging back at the threatened town. And presents six trolls as a realistic threat to the PCs - with the army they are with being lead by someone with a will save of +3. The PCs have a few hours to prepare for the attack.[/Spoiler] The rest of module 4 would be a great adventure - at level 6 or so. [spoiler]Destabilise a hostile realm with a feuding noble family and take over.[/spoiler] Would be a nice adventure if levelled down a little rather than the egg-sledgehammer game of high level casters it is (most of the nobles being casters). Or would be excellent if no one's gone for a wizard, cleric, or druid. Module 5 has the problem that casters can take out armies on open field - completely disrupting matters. And then there's the complete dicefest to start the module. It could work really well with a "let's not and say we did" attitude to the mechanics presented. Oh, and the domain management rules would be better done by spreadsheet. Always a bad sign. [/QUOTE]
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