F. Wesley Schneider
Autor(a) de Pathfinder: Rise of the Runelords Player's Guide
About the Author
Obras de F. Wesley Schneider
Wayfinder #2 3 cópias
Pathfinder: Runescars #2 1 exemplar(es)
Pathfinder: Runescars #5 1 exemplar(es)
Pathfinder: Runescars #4 1 exemplar(es)
Pathfinder: Runescars #3 1 exemplar(es)
Shattered Steel 1 exemplar(es)
Pathfinder: Runescars #1 1 exemplar(es)
Dragon: Monster Ecologies 1 exemplar(es)
Pathfinder: The World of Vampire Hunter D 1 exemplar(es)
Associated Works
Etiquetado
Conhecimento Comum
Membros
Resenhas
Prêmios
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Associated Authors
Estatísticas
- Obras
- 44
- Also by
- 20
- Membros
- 678
- Popularidade
- #37,272
- Avaliação
- 3.7
- Resenhas
- 3
- ISBNs
- 33
I love that the asylum is in ruins and that there are different factions running around. Also thought the idea of putting together a magical tome from separate pages found was awesome.
Anyway, I like the horror aspects of this, I'm huge Lovecraft fan and I think it's cool to have a group of survivors controlling part of the asylum. One thing I didn't like was the number of magic items and their selection. I just don't get how magic swords, bracers of armor and shields end up in a mental hospital. It seems like they were just randomly rolled magic items.
I'm not sure if my next complaint is a standard Pathfinder thing or not but in the room description boxes they never include the monsters that are in the rooms. So it will say, "This is the dining room, a long table is the middle of the room surrounded by chairs, there are pictures on the walls etc..." but fail to mention that there are 15 goblins in the room who aren't hiding.
Next complaint. Maps. No note to say which stairways lead up to the 2nd level. Also large rooms where "sections" are mentioned but not marked well.
Next complaint. When something in room A effect room B then it should be mentioned right away in both entries. Example, if there are holes in the wall between room A and room B then it should mention what you see when you look through the holes or monsters from room B might interact with you in room A - through the holes. Also if the monster at the end of the hall is making noises then don't set it up so you read the description of the end of the hall. Have the PC's make perception checks so they can sneak up on the monster.… (mais)