shadzar wrote:what exactly IS an adventure path? is it just a se4ries of plot hooks connected to an over-arching plot or mega adventure?
Its a module series, like some of the old TSR ones. Except with a longer level range (most are intended as a full campaign), and not originally made for tournament play, like say the Slavelords series.
Sort of like what the Temple of Elemental Evil/Against the Giants/Drow series ended up evolving into, but with varying levels of Gygaxian bullshit, depending on the author of any particular AP.
Last edited by Voss on Tue Oct 23, 2012 11:35 pm, edited 1 time in total.
Paizo loooves them some minigames. Also, boy howdy do they suck at making minigames.
Kingmaker, predictably, is full of terrible minigames. And yes, the level 11 or 13 group is supposed to give multiple fucks about an "army" of a thousand (or maybe it was 100) trolls marching towards their kingdom with no fliers or serious caster support.
And yeah, book 6 is all "did you cast Speak with Dead on the random unicorn corpse back in book 1? Cause that's all the foreshadowing you're gonna get, bitches!".
I have Jade Regent on the shelf. Considering Kingmaker, and how the Chase rules give me Hitler Aids, I just can't engage with that stupid caravan shit.
I'm currently playing in Rise of the Runelords. I'm a level 11 something-that's-not-a-caster, so I get to suck cock and wait to roll initiative. But the AP is mostly fun, I don't actively hate the NPCs.
Shackled City and Age of Worms were great.
The first third of Serpents Skull are great. Then you get to Serpent City, and the minigames start again; you're supposed to care about forming alliances with assholes that you could turn into corpse piles without breaking a sweat, and what the level 2 commoners are doing back at the camp is supposed to matter to your level 10 ass. Also, the entire party dies in the beginning of book 3.
Every time you play in a "low magic world" with D&D rules (or derivates), a unicorn steps on a kitten and an orphan drops his ice cream cone.
hogarth wrote:
Kingmaker...-The system for running the country is okay at best, with a variety of loopholes (e.g. investing all of your taxes in magic item shops).
Has there ever been a good system for this sort of thing? I've never even heard faint praise for any system's Economics/Governance minigames.
rasmuswagner wrote:Kingmaker, predictably, is full of terrible minigames. And yes, the level 11 or 13 group is supposed to give multiple fucks about an "army" of a thousand (or maybe it was 100) trolls marching towards their kingdom with no fliers or serious caster support.
And yeah, book 6 is all "did you cast Speak with Dead on the random unicorn corpse back in book 1? Cause that's all the foreshadowing you're gonna get, bitches!".
I have Jade Regent on the shelf. Considering Kingmaker, and how the Chase rules give me Hitler Aids, I just can't engage with that stupid caravan shit.
I'm currently playing in Rise of the Runelords. I'm a level 11 something-that's-not-a-caster, so I get to suck cock and wait to roll initiative. But the AP is mostly fun, I don't actively hate the NPCs.
Runelords has something akin to the troll army from Kingmaker, right around your level in fact. I discovered this after I realized my warlock could solo the army (and seriously considered as the rest of the party had been stripped naked).
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
When it comes to adventure paths, do you want all of the statblocks to be fully written in them or to keep them condensed with a book reference (Monster Manual 17, page 37)? Or do you take a mixed view, stats that aren't in the SRD get full statblocks while the Monster Manual stuff gets (Monster Manual, p42)? Or is there a different format?
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
virgil wrote:When it comes to adventure paths, do you want all of the statblocks to be fully written in them or to keep them condensed with a book reference (Monster Manual 17, page 37)? Or do you take a mixed view, stats that aren't in the SRD get full statblocks while the Monster Manual stuff gets (Monster Manual, p42)? Or is there a different format?
If the exact stat block is in Paizo's PRD, then I consider it a waste of space to reprint it in a module, although in my case I do almost all of my playing online so that's a special case.
If you include statblock, I would like it explicitly mentioned which bonuses provided by spells, etc. are included as part of the statblock. For creatures with vast amounts of special abilities I'd also like a rundown of the optimum actions. Otherwise I have to spend too much prep time and that's the point of having an AP.