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General Tabletop Discussion
*Pathfinder & Starfinder
Vulnerabilities: an underutilized mechanism?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5039354" data-attributes="member: 82106"><p>Well.... The whole campaign against Orcus theme certainly does emphasize undead, at least at many points. There are still quite a lot of other creatures, especially in some of the modules. For instance H1 certainly doesn't seem to focus on undead at all in particular. There are definitely some in the module, but mixed in with a lot of other stuff. I'm not really all that familiar with the following modules but from what I've seen of Thunderspire Labyrinth its a pretty mixed bag.</p><p></p><p>I'd think about it this way though. This whole set of modules is a campaign. I don't see any problem with a heavily themed campaign. As it progresses the players have a lot of build choices along the way and regardless of how they start out they're likely to emphasize the powers most useful to them over the course of the campaign. Yes, that means they will be picking up a lot of radiant powers, but even though the authors of the whole thing can't know what the party will be like to start out with, they can be pretty sure that by the later modules the encounters will need to be designed to work with a party fairly optimized to fight undead. That makes them more free to assume this will be the case.</p><p></p><p>Of course there are going to be groups picking up one of the later modules and diving into it cold who may not be tricked out to fight undead. I guess if I were handed a module full of undead and a party that was sorely lacking in radiant damage output I'd have to consider the options. Either the party needs to get some appropriate equipment or some retraining or something. Ideally you'd know you were going to run said module starting at 10th level or whatever somewhat ahead of time, give out some appropriate treasure, and undertake some foreshadowing to give the players a hint to maybe pick or retrain a bit when they hit 10th level so they can handle it.</p><p></p><p>We also don't really know the thinking that goes on between the core game designers who probably think in pretty generic terms about the rule system and the module authors who may not see things the same way and have different priorities. Certainly if I were designing a module I'd want to give it a fairly strong theme even though that might not work perfectly for every group. Everyone uses the same core rules but you can pick and choose which modules to run.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5039354, member: 82106"] Well.... The whole campaign against Orcus theme certainly does emphasize undead, at least at many points. There are still quite a lot of other creatures, especially in some of the modules. For instance H1 certainly doesn't seem to focus on undead at all in particular. There are definitely some in the module, but mixed in with a lot of other stuff. I'm not really all that familiar with the following modules but from what I've seen of Thunderspire Labyrinth its a pretty mixed bag. I'd think about it this way though. This whole set of modules is a campaign. I don't see any problem with a heavily themed campaign. As it progresses the players have a lot of build choices along the way and regardless of how they start out they're likely to emphasize the powers most useful to them over the course of the campaign. Yes, that means they will be picking up a lot of radiant powers, but even though the authors of the whole thing can't know what the party will be like to start out with, they can be pretty sure that by the later modules the encounters will need to be designed to work with a party fairly optimized to fight undead. That makes them more free to assume this will be the case. Of course there are going to be groups picking up one of the later modules and diving into it cold who may not be tricked out to fight undead. I guess if I were handed a module full of undead and a party that was sorely lacking in radiant damage output I'd have to consider the options. Either the party needs to get some appropriate equipment or some retraining or something. Ideally you'd know you were going to run said module starting at 10th level or whatever somewhat ahead of time, give out some appropriate treasure, and undertake some foreshadowing to give the players a hint to maybe pick or retrain a bit when they hit 10th level so they can handle it. We also don't really know the thinking that goes on between the core game designers who probably think in pretty generic terms about the rule system and the module authors who may not see things the same way and have different priorities. Certainly if I were designing a module I'd want to give it a fairly strong theme even though that might not work perfectly for every group. Everyone uses the same core rules but you can pick and choose which modules to run. [/QUOTE]
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Vulnerabilities: an underutilized mechanism?
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