The Eternal Curse of Strahd: Session 0 Prelim Info

GENERAL INFO

  1. First, we’ll be playing Pathfinder 2nd Edition! I’ll provide pdf versions of the core rules and some associated materials, but don’t hesitate to grab a hardcopy if you are so inclined.
    1. PF2 gets a lot of grief, from a lot of sources, and a lot of those sources are longtime PF1 players… like myself. Nevertheless, I think it’s a great ruleset, but it has some quirks. We’ll talk about them soon. 
  2. Go ahead and start thinking about – and talking about – your choice of character. I have historically only had two exclusions re character classes: no gunslingers, and no artificers. That stays the same. I will absolutely consider other race/class combos, including 3rd party material from reputable sources. (note: “look what I found on the internet!” might be but isn’t necessarily a reputable source). 

NEW FOR THIS GAME

  1. Once you get a character, pick a theme song or sound! Preferably a downloadable format, preferably instrumental. 
  2. Heightened spells don’t have to be memorized in advance – you can ramp them up the round you cast them. But that doesn’t mean you have extra spell slots! For example, if you heighten a 2nd level spell to 4th level, you use  the 4th level slot but keep the second level slot. 
  3. Speaking of spells: You describe their spells and abilities – “flavor is free.” Whenever you cast a spell or use an ability for the first time, I’ll ask you “what does that look like.” Be as creative as you want.
    1. Also: some spells can be customized to your character: For example, a magic missile is typically force damage but if you as as player are looking to be a sonic mage? You can officially change those to sonic damage. Same dice, etc, just different energy. Use Incendiary Aura but instead it’s made of water? No problem, let’s talk. 
  4. Drinking a healing potion as a full round action grants you its full benefit. While using it as a single action results in a roll. 
  5. This one may be controversial but: damage has consequences:
    1. At 3/4 damage, you’re bloodied. Half speed and you lose an action (from 3 to 2).  
    2. At 0 hp you are unconscious and bleeding out. Unless treated, you will lose 1 hp each round until death. No self-stabilizations. 
    3. At -10 hp, you’re dead. No death saves, dying conditions or con bonuses or any of that nonsense. 
    4. Unconscious creatures and players are vulnerable to a coup de grace:
      1. If an enemy uses a full round action as a coup de grace on an unconscious victim, they die. 
    5. If you go unconscious, and are subsequently revived to above 0 hp, you wake up, but you are prone and gain the Enfeebled 2 condition. You are also still bloodied as per above. If it happens again, you are now Enfeebled 4. And so on. 
  6. You can effectively reduce a single attack’s damage to 0 by using a reaction to block the attack with your shield. However, this results in your shield being destroyed. You can’t do this with magic shields. 
  7. Since we have SEVEN players, combat is likely to be troublesome so:
    1. I am thinking of using this fast initiative process: 
  1. Which means: be ready for your turn! Think ahead and have a plan. Keep it moving.