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16

It is legal, yes. Note that move actions are defined one square at a time. The running enemy could choose to stop when you teleport in to threaten them. But if they don’t, and leave a threatened square, they provoke from you.


15

Don't use combat mechanics AngryDM writes a piece here about D&D combat (which can be applied to any system, really; they all have such heavy combat focus 'by the book'). His posts on encounters and combat are solid reads, and the 'Zombie Horde' is actually a specific encounter that he uses as an example in the linked post. His suggestion: don't use ...


15

Tactical Combat requires a challenge. Challenge in D&D combat is going to come from groups of different enemies, environmental challenges, and other activities going on during the combat. Fighting a bunch of goblins isn't that hard. Fighting a bunch of goblins, some with swords, some with bows, backed up by some giant rat skirmishers and supported by ...


9

You want to dissuade your players from using firearms - which I do not agree with completely, since the players picked up guns for a reason in the first place. To me, you defined your core issue elsewhere: Who in their right mind would storm a castle with torches and pitchforks, when the defenders have automatic weapons? These guys: Or, in other words, ...


8

In the PHB we have the following rules concerning a size difference of two or more: You cannot move through a hostile creature's space unless it is two or more sizes bigger than you. (PHB 191, Player's Basic Rules 71) You can drag or carry a grappled creature but your speed is halved unless the creature is two or more sizes smaller than you. (PHB 195) ...


8

The low levels are particularly harsh, especially because every character has so few HP and a lucky roll can kill even the most buffed-up melee wizard. Armor class is mostly given by items or low level arcane spells (while most clerical or high level spells have some scaling, low level arcane spells just front-load their defensive potential from level one, ...


8

You possibly could, but you'd almost certainly be better off with a different system. Pathfinder is designed very heavily around the assumption that rolling initiative and taking turns is how combat progresses and is constrained. Dungeon World is designed around the assumption that combat is driven forward and constrained by player decisions. If you were to ...


7

In Pathfinder, everyone fights on their own turn, independently. They have a certain number of attacks and can direct them at targets as they see fit. (Assuming no rules specific attached to a given attack that limits how it can be targeted.) This means that the PC facing multiple opponents will get one or more attacks out on their turn, and then every ...


5

This is a difficulty that comes up in a lot of RPGs actually, including way back in the early editions of D&D (from which Rogue Trader gets its Disengage-to-avoid-bonus-attack rule). Think of the round as being full of position and weapon maneuvers and potential attacks, but the roll is only made for the pivotal attack opportunity for which all the the ...


4

Based upon my reading of the spell: After using this spell, the caster can't take any other actions until his or her next turn. Although you could do the Dimension Door/Teleport to the location, You could not do an "attack of opportunity" since you can't do anything while recovering from the Dimension Door.


4

There is a 3.5e book called "Heroes of Battle" that has rules for massive battles; it includes rules for converting large groups of creatures into swarms. Probably even contains "Zombie Swarm" as an example, although I'm not sure. While not designed for Pathfinder (being much older) it should be easy to adapt, you can probably just copy the monsters and ...


4

According to d20pfsrd.com, third party publisher Frog God Games' Megadungeon Rappan Athuk features one or more Zombie Hordes. A horde is a pseudo-swarm consisting of medium-sized creatures, since regular swarms are limited to Tiny or smaller creatures. It is Colossal-sized and deals damage to everything sharing its space, just as a swarm does. The rules ...


3

Dungeon World relies on the fiction to determine who gets to answer "What do you do?" next. While this enables quicker combat and puts the focus more on the fiction than the rules, it also removes the concept of turns and rounds, which would mess up spells and abilities in Pathfinder. Fixing that to play just like Dungeon World would take enough work that it ...


2

It's actually quite easy. Try to see the whole round AFTER it has happened. "The elven warrior approaches the chief orc and hits him with his sword. The chief orc sees he is no match for the elf and tries to go away, giving the elf the chance he needed to strike again. Meanwhile, a berserker orc charges the wizard, but the dwarven paladin was only waiting ...


2

Typically, you cannot take the Shooting Action before the Manoeuvre Action. You need a Ship or Ship Component special ability, Psyker or Navigator Power, Talent or Role benefit, or Extended Action that allows you to shoot first and move second in order to do so. As far as I am aware, no published material allows it currently, although I haven't played in a ...


2

The Default Assumption In Rogue Trader, it is assumed by default that the characters are high-ranking individuals aboard their own voidship; that is operated by a crew numbering in the thousands. Now while that scenario is completely up to the GM's discretion and their campaign story, it does promote that the players' characters have at least a basic ...


2

Taking a quick glance at the RT Core Rulebook, I believe I have an answer for you for both uses of that spell. The first use of that spell, if successful, cuts a single target off from most of their senses. They can no longer see, hear, smell, or taste (it is up to the GM whether that also takes away 'feel'). As the living creatures we are, we rely on our ...


2

The case is not covered in RAW. There is a feat in the Races of Stone (I don't remember what it's called) that has rules on throwing someone. Without that as a guide I would say a mix of RAW and experienced-backed house rule is the best option. Here is mine: Make sure the PC is strong enough to pick up the creature in question. If they can't lift/press ...


2

Yes it is. Remember that it would only take place after the initiative of the character who is readying the action has passed in the turn. If an enemy crosses the line before that character's initiative it does not trigger the readied action. As KRyan pointed out, the enemy could choose to not leave the threatened space. To make combat more interesting, ...


2

No, size does not affect attacks. It's possible that the restriction that you're thinking of is that you cannot grapple or shove a creature 2 sizes larger than yourself. There are a number of other exceptions around size, but none that affect regular attacks. The primary rules on creature size in combat are on page 71 of the Player's Basic Rules.


2

A combat is (almost) never only a combat. If the players are confronting a bunch of monsters and nothing more, front to front, then the numbers speak, better numbers, better combat result. The setting of the combat should bring some fun and tactics for the group with the upper hand (monsters or players), so try to include some extra stuff into play, some ...


2

Adding variety to my campaign is important to me as a DM. I want each live session to be unique in some way. Lucky for me, I have a group of enthusiastic players who are willing to be frank with me as we plan out a long (two consecutive years now) campaign. Here are a few ideas from my campaign to yours that you might discuss with your group. Setting ...


1

Pathfinder assumes a min/max mentality in characters. It is an extremely codified system that rewards deep understanding and punishes seat-of-pants play. That is to say that you really should be using close to optimal builds of core character classes and a good party build with synergies. For example the Challenge Rating assumes that you have a good party, ...


1

I'd strongly suggest against nerfing your characters' resources outright. It makes for a boring game. Do introduce downsides to their methods and tactics, but slowly. Hint at the potential consequences of using guns at every conflict. Have them suffer a bit for it, and develop an aversion to using guns. Highlight the advantages of other ways of fighting; ie. ...


1

In a WoD game I played we had to avoid using our guns because we were fighting in a place with lots of gas tubes around. One shot to the wrong place on the wall and we would have been killed by the explosions. I don't know if it can fit with your castle, but it's a plausible reason for going in with melee weapons.


1

Magic that makes guns useless / less effective. Could be area effect, or could have to target individual weapons or targets. Without knowing what kind of magics exist in your system, this could be anything from a wind wall DnD spell effect to fog like you mentioned to a water-aspected spell that prevents combustion in a wide area (this would also douse ...


1

The only thing you have to announce at the beginning of a combat round, is the number of attack/defensive actions (ie 2/0, 1/1, 0/2, or later even more) There is a special feat, that allows you to instantly change that (without having to announce at the beginning of the combat round), to use opportunities from e.g. the enemy fumbling which leaves you with ...


1

Quite simply, you need to give your stealthy character things to do that aren't simply "sneak on ahead of the party and backstab someone to open the combat round." Basically, you need to offer bonus goals for the ninja to accomplish that piggyback on top of the rest of the team's tendency to stomp their way through encounters. Do you have a big fight ...



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