Pathfinder House Rules: Magical Light and Magical Darkness

Pathfinder’s rules for magical light and darkness are a bit of a tangled mess. I realised this the other day (in session #69 of my Shattered Star campaign) when a hydradaemon cast deeper darkness and the party’s cleric cast daylight in response.

Blazing Torch by Matt Morrow

Whatever Happened to Wizard’s Guilds?

Whatever happened to wizard’s guilds? In the Good Old Days, every town or city seemed to have one, but these days—like wandering monsters, comprehensive rumour tables and “pointless” empty areas in dungeons—they seem to have disappeared from many adventures and supplements.

By William McAusland (Outland Arts)

By William McAusland (Outland Arts)

Encumbrance

Everyone who plays D&D and Pathfinder loves encumbrance…While that might not be completely true, I’m a big fan of encumbrance (within reason). I love resource management and a part of resource management is managing encumbrance. (As a player said to me the other day, “Why can’t I carry 200 arrows?”) In any event, here are some of my thoughts about encumbrance:

Pathfinder: The Slow Advancement Track

I’m on record as saying I love the Slow advancement track for Pathfinder. I was recently asked for my advice on how to convert an adventure path to the slow advancement track. While I ponder that, I thought you might be interested in these slow advancement track resources:

Gygax On…Henchmen & Hirelings

I’ve always had a soft spot for henchmen, but never been happy with the Leadership feat in 3e (and Pathfinder). I have fond memories of 1st edition D&D when you could have up to 15 henchmen (if you could afford to keep them and were charismatic enough).

By William McAusland (Outland Arts)

By William McAusland (Outland Arts)

Is Pathfinder too Adventure-centric?

I think it’s safe to say that over the last four decades D&D has gone through changes great and small. As each different edition has been created and refined, it’s designers have stamped their own individual mark on the game. While 1st Edition AD&D and Pathfinder both flow from the same wellspring, they are markedly different games.

Slime Attack! by Matt Morrow

Slime Attack! by Matt Morrow

Making Manufacturing Magical Items More Magical

It seems to me that with the advent of 3.0 D&D, magic items became less wondrous and more of a commodity. They went from things to adventure for to things you could pop down the shops to get. That never really worked for me and—luckily for me—Gary Gygax himself agreed with me!

By Maciej Zagorski (The Forge Studios)

By Maciej Zagorski (The Forge Studios)

What’s in an Adventurer’s Get Home Bag?

I’ve blogged quite a lot recently about encumbrance. One of the first comments on my Fallacy of the Adventurer’s Backpack post referenced a Get Home Bag. I was fascinated by the concept and did some research. A Get Home Bag is a bag of stuff you keep near to your person that holds the bare essentials required to get you home.

By William McAusland (Outland Arts)

By William McAusland (Outland Arts)