Pangolin
2019-01-12, 03:41 PM
Hi! I’m looking for advice in regards to a few assorted questions, as well as magic item suggestions for my players’ characters.
We’re playing 3.P (mostly Pathfinder base rules with 3.5 imports), and we’ve been playing the current campaign for about a year. It’s online over Roll20. Previously, we played in-person, which was in a lot of ways much easier.
The party is 5th level, soon to be 6th, and consists of:
a) human unarmed swordsage doing TWF
Has Counterstrike Bracers, a Lesser Crystal of Lifedrinking, and custom handwraps that give Dex to damage
b) darfellan warblade
Has Dukar Hand Coral and a Whirling Greataxe
c) aasimar wildshape ranger with full-progression animal companion
Has an Efficient Quiver and a custom item that allows her to (once per day each) switch places with her animal companion, transfer HP to/from her companion, or replace her companion’s Will save with a Handle Animal check
d) fox hengeyokai emberhaunt (homebrew by jiriku), except we pulled it before all the changes were made so it’s different from the linked version—more spells, no flame control (http://www.giantitp.com/forums/showthread.php?158205-Emberhaunt-base-class-3-5-PEACH)
Has a custom lantern to hide his small fire elemental familiar in (it heals the familiar faster; I also left open the possibility of fitting it with lenses to provide magical effects), a Bag of Caltrops, and a Robe of Twine
e) changeling beguiler 1/homebrew healer 4 (http://www.giantitp.com/forums/showthread.php?133118-Retooling-the-Healer-(Heal-it!-Heal-it!-No-one-wants-to-be-defeated!))
Has an Assassination Dagger and a custom deck of cards that gives limited-use one-round concealment, +1 to illusion DCs, etc.
I’ve asked them to let me know about any magic items they’re interested in, but for the most part they’re not really inclined to do so. Last time I gave them a short list and let them pick. Not all of them have ever actually used the abilities, although some of that’s on me: I need to remind them more.
I’d like them to be at normal WBL (we’re pretty far under at this point), with a slight modification to the item system: flat numeric bonuses (+2 ability, +1 saves, that sort of thing) can be ‘bought’ as permanent enhancements to the character. This is obviously more powerful than usual, since it opens up body slots and they can’t be taken away. It’s mostly a fluff thing, though.
I’m not concerned about them being the best/most powerful they can be, as long as they’re on par with each other.
Other questions:
1) The beguiler/healer’s player is rarely able to make it to sessions due to some crappy life events, but he’s expressed an interest in staying in the game. I don’t have a way of knowing when he will or won’t be able to be there. So far, I’ve been running him as a healbot whenever he’s not there, which works out OK but is a little frustrating for me. I’ve offered to let the other players run him instead, but I don’t get the feeling they’re comfortable doing that.
On top of that, due to the multiclass he’s a) a slightly less effective healer than he could be and b) a way less effective beguiler than he could be. He also seems to want to be able to deal melee damage, which he really can’t right now. Is there a decent prestige class or something that could help with this? I’m worried he’s going to fall further and further behind.
2) We play once a week, minus times when people can’t be there, for a couple of hours each. The short sessions make in-game time pass really slowly compared to real-life time—it takes months of real-life time to level up. I don’t want to rush the storyline, but my players can get frustrated (asking when they’ll level up next, being annoyed at the relatively low default xp awards, that kind of thing). Is there a good solution to this? Do I or they just need to recalibrate expectations?
3) Due to the online nature of the game, it’s not always easy for me to tell whether players have heard/understand exposition (they do speak up if it’s totally unintelligible). I’ve taken to typing dialogue and such in more, because a little while ago I realized one player actually had no idea why the party was going where they were going. We do keep a campaign journal that’s accessible to everyone. Any suggestions to make sure this doesn’t happen again?
Thanks for reading through all of this! I appreciate the help. :smallsmile:
We’re playing 3.P (mostly Pathfinder base rules with 3.5 imports), and we’ve been playing the current campaign for about a year. It’s online over Roll20. Previously, we played in-person, which was in a lot of ways much easier.
The party is 5th level, soon to be 6th, and consists of:
a) human unarmed swordsage doing TWF
Has Counterstrike Bracers, a Lesser Crystal of Lifedrinking, and custom handwraps that give Dex to damage
b) darfellan warblade
Has Dukar Hand Coral and a Whirling Greataxe
c) aasimar wildshape ranger with full-progression animal companion
Has an Efficient Quiver and a custom item that allows her to (once per day each) switch places with her animal companion, transfer HP to/from her companion, or replace her companion’s Will save with a Handle Animal check
d) fox hengeyokai emberhaunt (homebrew by jiriku), except we pulled it before all the changes were made so it’s different from the linked version—more spells, no flame control (http://www.giantitp.com/forums/showthread.php?158205-Emberhaunt-base-class-3-5-PEACH)
Has a custom lantern to hide his small fire elemental familiar in (it heals the familiar faster; I also left open the possibility of fitting it with lenses to provide magical effects), a Bag of Caltrops, and a Robe of Twine
e) changeling beguiler 1/homebrew healer 4 (http://www.giantitp.com/forums/showthread.php?133118-Retooling-the-Healer-(Heal-it!-Heal-it!-No-one-wants-to-be-defeated!))
Has an Assassination Dagger and a custom deck of cards that gives limited-use one-round concealment, +1 to illusion DCs, etc.
I’ve asked them to let me know about any magic items they’re interested in, but for the most part they’re not really inclined to do so. Last time I gave them a short list and let them pick. Not all of them have ever actually used the abilities, although some of that’s on me: I need to remind them more.
I’d like them to be at normal WBL (we’re pretty far under at this point), with a slight modification to the item system: flat numeric bonuses (+2 ability, +1 saves, that sort of thing) can be ‘bought’ as permanent enhancements to the character. This is obviously more powerful than usual, since it opens up body slots and they can’t be taken away. It’s mostly a fluff thing, though.
I’m not concerned about them being the best/most powerful they can be, as long as they’re on par with each other.
Other questions:
1) The beguiler/healer’s player is rarely able to make it to sessions due to some crappy life events, but he’s expressed an interest in staying in the game. I don’t have a way of knowing when he will or won’t be able to be there. So far, I’ve been running him as a healbot whenever he’s not there, which works out OK but is a little frustrating for me. I’ve offered to let the other players run him instead, but I don’t get the feeling they’re comfortable doing that.
On top of that, due to the multiclass he’s a) a slightly less effective healer than he could be and b) a way less effective beguiler than he could be. He also seems to want to be able to deal melee damage, which he really can’t right now. Is there a decent prestige class or something that could help with this? I’m worried he’s going to fall further and further behind.
2) We play once a week, minus times when people can’t be there, for a couple of hours each. The short sessions make in-game time pass really slowly compared to real-life time—it takes months of real-life time to level up. I don’t want to rush the storyline, but my players can get frustrated (asking when they’ll level up next, being annoyed at the relatively low default xp awards, that kind of thing). Is there a good solution to this? Do I or they just need to recalibrate expectations?
3) Due to the online nature of the game, it’s not always easy for me to tell whether players have heard/understand exposition (they do speak up if it’s totally unintelligible). I’ve taken to typing dialogue and such in more, because a little while ago I realized one player actually had no idea why the party was going where they were going. We do keep a campaign journal that’s accessible to everyone. Any suggestions to make sure this doesn’t happen again?
Thanks for reading through all of this! I appreciate the help. :smallsmile: