FormCritic wrote:In 3.5/Pathfinder, it is best to have the monster stats literally in hand when running the game. The existence of ready PDF files, including nice system reference printouts of almost all the monsters, makes this easier to do than one might first think.Going down in rules eras is much easier than going up.
Keith the Thief wrote:Downloaded the PDF versions of the Pathfinder Core Rule and a copy of Sunken Empires.I was actually going to buy the hardback version of the core rules at B&N this afternoon, but they didn't have any Pathfinder stuff left in stock.akp
puterdragon wrote:Are these downloads free downloads or subscription-based? Did you subscribe? I'm really tempted to register on the Paizo site to get answers to gaming questions anyway. (BTW: I've done several google searches using loosely connected gaming terms and Paizo's forums come up frequently with the topics/answers. I've found rpg.net and enworld are also roughly equivalent.)
puterdragon wrote:Great support by contributors here. PDF bought and downloaded.The pdf for the Core Rulebook is a juggernaut (70+ mb). Still, I'll be reading the shorter, less cluttered text file (3- mb) for a while. <happy>In the meantime, I'll be after the Runelords AP series, and the third AP also sounds interesting. <enticed>
Keith the Thief wrote:Oh, yeah. I forgot to mention the 70MB part. Sorry.
serleran wrote:A module is a single adventure, a one-off. An AP is a sort of micro-campaign, where several modules interlink to tell an overall story or play some theme. Each component of an AP is a module. For example, in TSR lingo, I3, I4, and I5 are modules; together they are the "Desert of Desolation Adventure Path."
Keith the Thief wrote:The AP series books also have a lot of character development.They are micro-campaigns, but there is a heavy emphasis on antagonists and their stats.Luke, Han & Leia going after Jabba the Hut would be an Adventure Path.The modules seem to be more like traditional TSR modules, as serleran described.akp
astenon wrote:Serleran has it right; the APs are campaigns running from 1st level to (usually) 15th, with some variation. For example, Council of Thieves ended at 13th, while it looks like Serpent's Skull will finish at 18th (although that may still change)A good recent thread discussing the merits of the various adventure paths is as follows: http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/adventurePath/generalDiscussion/adventurePathsTheGoodBadAndWhatWereTheyThinking
I'm growing tired with one particular pattern in the APs. The fifth adventure is always a huge dungeon complex (with the semi-exception of Kingmaker; Irovetti's palace is a big dungeon by Kingmaker's standards, but pretty reasonably sized elsewhere) that contains some McGuffin needed to kill the final boss, weaken him, destroy his allegiances, etc.
Keith the Thief wrote:This is one of the Pathfinder posts.What this person finds annoying is exactly the kind of thing I enjoy. It doesn't matter to me if the players are after a McGuffin.That's fine by me.What I like to do, and presumably what my playersenjoy is the challenge of cool obstacles and creepy monsters.They find the backstories interesting (this guild versus that one, etc)but we never really want to create a sword & sorcery novel.We just wanted a real challenge when we play.akp
FormCritic wrote:We call it the "Gubbins." Whatever device, book, spell, thingy...that un-does the badguy and solves the problem.
Keith the Thief wrote:FormCritic wrote:We call it the "Gubbins." Whatever device, book, spell, thingy...that un-does the badguy and solves the problem.??