Hello dakka, its me papaskittels again!
This time not about
40k/fantasy!
Anyway I am having this huge dilemma, I am
Dm'ing a group of 4-6 people as I have been for over a year now. When we started I was running the game off of the very basic rules of the Pathfinder
RPG, but I added so many home-brew rules and such just for simplicity. Now that we have been running the game for quite some time and are not as noobish, I really want to switch over to the actual rules set for a more realistic experience. With my homemade rules in place, I have a tendency to make all the player way to powerful, Monsters way to weak, get way to good of loot, and make it just a very remedial experience compared to what it could be (A good example of this is my
lvl 4 paladin "Xanros" has a +8
Str modifier and over 9.5k Gold) . But I feel like switching might be to big of a jump, and to help ease them into it I will do it after this module is complete. (I'm running Thunder-spire labyrinth currently converted to my home-brew.)
That leads me to problem #2 , we are barely into thunder-spire (My group is the kind of "Hey lets carve our own destiny's!" any tips on fixing that?) In a home-brew world with an entirely altered storyline (Looking back at how cool I thought it would be just to realize it is awful; But the world Is something I can still work with.) And I really want to run the actual thunderspire because it looks like a fantastic module full of potential! The problems with this is the fact that I want to convert to real Pathfinder; And the altered storyline. Any Ideas here?
And last but not least, is the adventure path I really wanted to run after thunder-spire (As a continuation of story) is Rise of The Rune lords because that looks like a fantastic adventure! An adventure that starts at level 1. I talked to my players and they were stoked about running it, but they really want to keep their old char's and not be demoted to level one, because them doing thunder-spire now is pointless then... Is there anyway I can compensate them doing the rest of Thunderspire and then Going back to level one with the same characters, new rules, and so much more? What I was thinking is at the final fight with paledmar, he steals their souls (and is secretly a part of the cult of orcus not the other god) and they practically restart the same characters, and the idea of the orcus cult will run subliminally throughout the rise of the runelords (NOT GAME ALTERING LIKE MY PREVIOUS STUFF.) And finally at the end of the adventure path they face off against orcus for their souls ect.. I feel like this would be a good way to end that campaign, and I dont want to just wipe their characters because they have worked so damn hard.
Please help me if you can..
Papaskittels