Off the Path: Traps Unchained

Traps are a classic element of adventure design, but in play are often abstracted away with a couple of skill checks (one to detect the trap, one to disarm it) or outmaneuvered by clever play. Either way, the trap construction system presented in the Pathfinder Core Rulebook is more “mechanically sophisticated’ (i.e. …

Off the Path: Small Gods

Many campaigns have world-spanning deities whose power reaches everywhere (more or less). They can provide the ‘full range of services’ (i.e. spells all the way up to ninth level, or seventh in some editions of D&D). Very useful from a game play perspective. However, the idea of being able to …