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Hey guys I'm looking to have an effect on a home brew wild magic table, that's a massive explosion of energy that deals a lot of damage (of which the sorcerer has limited choice of who she can allow to be immune to this from the effect [that element i'm still deliberating]) then instantly knocks the character unconscious for 8 hours.
What level of damage should this be? as in, how many dice should I roll for this effect to be worth the 8 hour knock out? should I have then go up each level if so how?
Also compare to 65-66 (4d10 lightning, 3 targets of your choice) and 83-84, everyone else takes 1d10 necrotic (and you heal that amount)
Hey there, @Shalvenay
@Youjay Rereading, "worth" seems to imply that these effects are necessarily good. Consider turning into a potted plant, polymorphing yourself into a sheep, or losing the ability to speak (and thus cast verbal spells) for a minute.
Before you ask: I'm fine thanks. I'm really immersed in a story about several confliting NPCs each with their own objectives all being part of the same tournament, and I want lessons from the DM after this is over. I won't probably get 'em but whatever.
Also, I'd like to understand if Pathfinder monsters are harder than 3.5e monsters or if we're just facing a lot of hard encounters because Wrath of the Righteous is a Mythic adventure path.
(I have a 3.0 adventure and I'd like to build more challenging encounters. Last time I played it under 3.5e rules and at a certain point I started "cheating" on the CR - like adding 3 HD to every monster type whose CR increases every 4 additional levels.)
Paizo's early published modules were designed for 3.5e, and ported into the Pathfinder system. The monsters and challenges were translated almost directly, whereas some of the player classes in Pathfinder were not as strong as they were in 3.5e.
@MikeQ I noticed that our wizard is weaker. Might also be because I'm used to blasters and the campaign is against fire-immune, often cold-immune enemies.
Also, he rolled 15 damage on a lvl 8 mythic lightning bolt (8d8). Same when dealing 9 damage with a lvl 7 lightning bolt (7d6) against several 10hp enemies.
@MikeQ I don't actually know. I did pause after every section for stretching legs and getting drinks from the bar, and I knew that I'd have a bit less than one hour for each section. The only thing I did consciously except for checking the time at every break spot was explicitly fast-forward more often, playing much more in distinct scenes than I'm used to.
@trogdor Approaches are hard, I'm not sure what I think of them. People were using their top approaches often, but not trying to shoehorn them into everything, very nicely, but I found it often hard to match a description to an approach, and a lot of explicit discussion was necessary to be on the same page about which one would apply.
The fate point mechanics worked, but didn't sing, because at the time when two players were low on fate points, I did not find good compels.
Creating advantage, stacking free invokes and using them worked very nicely.
One of the two new players ended up with the “ancient smartass hag” and played very whacky and somewhat contrarian. For setting general expectations, a short discussion in the first break helped. He could have done with a better discussion about what his concept means (not just me telling him, but more explicit discussion of it and why it's awesome, or how to change it) to have more fun.
I feel like Approaches are one reason I've never really been into the idea of FAE. I can see why it utilizes them; it does make things faster to set up if you're not choosing specific skills and areas of focus but rather broad tactics. But... I feel like it has less personality, and some of the speed in setup might be lost in situations like the ones described above: people not having the same idea of what a vague term means or how it applies.