Guns are are strange beasts, I haven’t quite figured out all the stuff they change when used in Pathfinder. One thing seems to be sure that they are steady source of damage in close quarter combat.
In last session I ran for the group there was combat against a flail snail in dungeon. It could have been interesting combat with all its magic warping abilities but steady damage from party gunslinger cut it short. The poor flail snail has normal AC of 18 and special ability to raise it to 24. Of course it being a big snail it has touch AC of 8…
Needless to say its huge AC (vs. 2nd level party) didn’t do it much good when the gunslinger got to work. With his attack bonus it was either miss fire or hit. The guns don’t do too high damage since you can’t get ability bonuses to them but they hit much more reliably than for example melee weapons. Of course to balance this out there is a cost to use firearms, bullets and powder cost much more than arrows.
Pathfinder seems to work best in melee range, most monsters have no ranged attack ability and with party that likes to fight at range that tends to get boring when the monsters try to charge to melee while peppered with bullets, arrows and spells. I’m trying to decide if I like the Pathfinder firearms or not but what I have seen so far seems to more about ranged combat being very optimal strategy in Pathfinder if you have ways to slow down the opposition or enough room to maneuver. Guns seem to be working like some spells, only defense is hit points, touch AC is rarely adequately high to be a real defense.
… or underhanded tactics, depending on who you ask.
Today my Pathfinder/Planescape session started with the player characters in dungeon. Due to things that happened in couple last sessions, they’re wanted men. PCs where reading their map and planning where they’re heading next when they heard someone moving in the next room. They prepared themselves and scouted as much as they could but eventually the stranger opened the door to their room. Our trigger happy goblin gunslinger shot him before he could say anything.
The violence didn’t immediately escalate, instead both sides asked what the other wanted. After bit of debate (and the fact that the stranger could detect evil, the ninja PC was evil) it became apparent that Kamier, the hound archon (lawful good) bounty hunter had been looking for the PCs. Things got interesting when the neutral good cleric (who wasn’t wanted) started suggesting that they should surrender and sort the thing out. Team evil/neutral/chaotic wasn’t very excited (to put it mildly) about the whole idea. Continue reading
The Eternal Boundary
I’ve been running The Eternal Boundary in my Pathfinder Planescape campaign and so far I have liked how the adventure has played out even though(or because) I haven’t run it straight out of the book.
I like to do things old school these days which means that TSR adventure from mid 90s just ain’t gonna cut it without some modifications. Basically the adventure has two distinct parts as written, city/investigation adventure which is rather weak and some open ended dungeon exploration (with scripted encounters). The plot is one big evil plan by forces unknown (at the start of the adventure) that are revealed bit by bit and leads to their fortress for final showdown. Continue reading
This thing is still alive, as am I.
My gaming has recently taken me to Pathfinder/Planescape as GM and Lamentations of the Flame Princess as player, maybe more on that later. Today I have a book review in my quest for rules for my future campaign.
Magic World by Chaosium.
Magic World has good premise, re-collecting old Basic Roleplaying based fantasy rules into one book that is a complete game. Sadly the end result is very lackluster mostly due to bad or non-existent editing. Continue reading
Or rules for modern firearms for Pathfinder.
It seems that my own rule system is on indefinite hold and I’m switching to Pathfinder to run my own Kingmaker style campaign in the near future. The world I set the campaign will the same I used with my own rules so I need rules for various guns. Paizo has published rules for firearms up to around 19th century tech but I need rules for 20th century and future guns so I wrote my own. These are first version and I’m not entirely sure about these. The damage values and prices are something to carefully think. Not sure how expensive these should be, the idea is that player characters can buy these from certain NPCs if they have the money but they shouldn’t be cheap. On the other hand selling them for huge amounts of cash should not be possible. Also the campaign is supposed to be lower magic (magic item wise) then regular Pathfinder so these should replace some of the magic armaments PCs normally have.
Another session report from my old school D&D game, this one is couple sessions after the last one, once again narrated by brave one legged nervous breakdown called Jivin.
Last session had ended after we raided the local snake cult hideout/minor temple in basement of the inn. We had burned one of the fields outside village as distraction and slaughtered the inn-keep, sheriff, one deputy, some random goons and taken the other deputy prisoner for questioning. Also we where very busy hauling the cultist snake idol back to town (worth 5000 silver). We had managed to load the man sized idol and unconscious prisoner to our donkeys when the angry cultist mob started to get close. We where unsure where they more upset because of the field or because we had the idol…
Long time no see, time to get updating again, starting easy with one session report from very home brew old school D&D campaign.
Session report 31.7.2012
Today’s session opened with one returning player so we had bit of character creation/logistics to do at the beginning as well as figuring out where everyone was after summer break.
When we had organized our lines we had three heroes for today, Jivin the Amazing Iron Legged Man (your narrator), father Padre, devout follower of Harry and Abbas Jewish alchemist/medicine man. We decided to go investigate village of Orlan due to rumors of poisoned wells, mystic evil, charmed villagers and many-headed beast snatching children in the night.