Make them Superheroes?
If you're being frustrated over on Giantitp with a half-orc who won't stop running away in an abandoned fishing warehouse, stay out of this thread.
So, I'm running a PbP of Curse of the Crimson Throne over on the Order of the Stick forums. Making a bunch of modifications to flow a little better, more focused on Korvosa, and deal with the fact that I have seven players. Now, we were going through the opening sequences of the Adventure Paths, and one of my players commented out of character that 'this feels like a superhero origin story'.
And it's been a couple of weeks and I can't get the idea out of my head. The current encounter is, in my version, supposed to end with a trapped explosion of an unstable new magic drug the main villain is working on, which would be the perfect opportunity to infuse them with magic and give them superpowers. It just...wasn't part of the original pitch. So, my questions are as follows:
1. If you were a player in the above scenario, and suddenly explosion, fall into river, claw way to shore, DM says 'you all are Gestalt now!' or something similar, would you be upset at all? This is my primary concern, as I really like the concept, but I know springing a pretty major mechanical change on players with no warning at all could be jarring, at the least.
2. Anyone with experience running something like this? I have my ideas on how I would handle superpowers, but I would love to hear stories about similar plotlines in D&D/Pathfinder games.
3. If YOU were compiling a list of things in Pathfinder that felt like superpowers, what would you put on there? Again, I have my list, but I'm curious if I missed anything.
So, I'm running a PbP of Curse of the Crimson Throne over on the Order of the Stick forums. Making a bunch of modifications to flow a little better, more focused on Korvosa, and deal with the fact that I have seven players. Now, we were going through the opening sequences of the Adventure Paths, and one of my players commented out of character that 'this feels like a superhero origin story'.
And it's been a couple of weeks and I can't get the idea out of my head. The current encounter is, in my version, supposed to end with a trapped explosion of an unstable new magic drug the main villain is working on, which would be the perfect opportunity to infuse them with magic and give them superpowers. It just...wasn't part of the original pitch. So, my questions are as follows:
1. If you were a player in the above scenario, and suddenly explosion, fall into river, claw way to shore, DM says 'you all are Gestalt now!' or something similar, would you be upset at all? This is my primary concern, as I really like the concept, but I know springing a pretty major mechanical change on players with no warning at all could be jarring, at the least.
2. Anyone with experience running something like this? I have my ideas on how I would handle superpowers, but I would love to hear stories about similar plotlines in D&D/Pathfinder games.
3. If YOU were compiling a list of things in Pathfinder that felt like superpowers, what would you put on there? Again, I have my list, but I'm curious if I missed anything.