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Silver2195 posted:
OH NO! Paizo posted:Page 90: The musical accompaniment spell became too easy to leave "on" at higher levels. Remove the Heightened (3rd) and Heightened (5th) lines from the spell. Awww My bard can't cast a cantrip and have hours of lofi beats to relax/study to anymore.
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# ? May 17, 2024 21:51 |
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# ? Jun 9, 2024 05:05 |
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boxen posted:OH NO! yeah my bard was very extra with a giant hat and loved to walk around with a soundtrack all the time but it is not worth assigning an exploration action to
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# ? May 17, 2024 22:11 |
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Insane that Winter Sleet is untouched. Just by spending an action, the kineticist forces enemies moving in or into their aura to spend one action to Balance (on top of any Stride actions already used that turn) - and if they fail this (which any enemy without a trained Acrobatics skill has a ~75% chance to do) they fall Prone. Crit fail (~25% chance) means they lose their ENTIRE TURN. And after that, any attacks that hit an enemy (or if they fail any save) in the Winter Sleet also forces a Reflex save or they fall prone. At least it's Reflex save and not Acrobatics check, but still crazy. And that's all not even counting that it just also gives Off-Guard to everyone in the aura too. AND buffing water impulses. All that for a level 4 feat. Even if you need one or two support feats (like Safe Elements to make none of this affect your allies) it's still incredibly overpowered - honestly such a rarity in PF2E I wonder if whoever wrote the feat just misunderstood/misremembered entirely how the Balance action works. At the very least make Balance work like Tumble Through, so you can just use it as a move action up until you hit the point where the Acrobatics roll is necessary. Saves you having to first spend an action to Stride, then another action to Balance as soon as you hit aura range. Even then the feat would be incredible, but it would be something.
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# ? May 17, 2024 22:50 |
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Rythian posted:Insane that Winter Sleet is untouched. Just by spending an action, the kineticist forces enemies moving in or into their aura to spend one action to Balance (on top of any Stride actions already used that turn) - and if they fail this (which any enemy without a trained Acrobatics skill has a ~75% chance to do) they fall Prone. Crit fail (~25% chance) means they lose their ENTIRE TURN. And after that, any attacks that hit an enemy (or if they fail any save) in the Winter Sleet also forces a Reflex save or they fall prone. At least it's Reflex save and not Acrobatics check, but still crazy. And that's all not even counting that it just also gives Off-Guard to everyone in the aura too. AND buffing water impulses. I imagine some of the balance is in the fact that you have to be in melee range to use it aggressively, and it effects everyone, not just enemies. So you're a big old blob of no-go zone your own allies have to maneuver around to get at enemies. If the kineticist takes the feat that increases the size of the kinetic aura he will constantly be making his own buddies off-guard unless he goes and stands in a corner to solo enemies. Super double edged sword. If you use it as a passive shield and don't try to melee with it, then it is just a feature that discourages the enemies from targeting the healer. Getting into melee with this guy is a huge pain, so kill his friends first. A reverse-taunt.
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# ? May 17, 2024 23:41 |
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Safe Elements as an extra feat makes it a complete non-issue for your allies. So, yeah, granted, that's one extra feat, but that solves all of it. EDIT: Oh it's been updated: https://paizo.com/pathfinder/faq quote:Page 32: Winter Sleet was too strong for multiple reasons. It's been revised to act more like the grease spell, no longer makes creatures off-guard automatically, and now uses your impulse DC. Your DC has a penalty to avoid a long-lasting ability with a low action cost from being too powerful, as often seen in the DCs of monster auras. The first paragraph now reads as follows; the second paragraph is unchanged. Welp, that fixes everything I was worried about. Very cool. Rythian fucked around with this message at 00:34 on May 18, 2024 |
# ? May 17, 2024 23:56 |
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Wait so is the off guard effect of winter sleet just gone?
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# ? May 18, 2024 00:48 |
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On the one hand I get that having a cantrip turn into a 24h buff just by you leveling is a little silly. On the other hand it feels almost petty to nerf Musical accompaniment. Like there's just one bard out there somewhere that really annoyed the poo poo out of a Paizo designer and this is how they get their revenge.
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# ? May 18, 2024 01:11 |
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appropriatemetaphor posted:Wait so is the off guard effect of winter sleet just gone? Rythian fucked around with this message at 01:26 on May 18, 2024 |
# ? May 18, 2024 01:24 |
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appropriatemetaphor posted:Wait so is the off guard effect of winter sleet just gone? Even after the DC change, automatic off-guard to everything in range would still make it a contender for best aura in the class. I'm not particularly surprised.
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# ? May 18, 2024 01:24 |
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Do we think there's going to be a foundry module for the Starfinder 2e playtest? I'd love to run it but the idea of doing it manually makes me want to die
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# ? May 18, 2024 02:55 |
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atelier morgan posted:yeah my bard was very extra with a giant hat and loved to walk around with a soundtrack all the time but it is not worth assigning an exploration action to You can just cast it every 10 minutes, that doesn't need a exploration action
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# ? May 18, 2024 04:09 |
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Seems you can still potentially Trip lock someone on Winter Sleet though, since Stand is a move action they'd have to roll to stand up.
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# ? May 18, 2024 06:03 |
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Well, I was only able to use winter sleet in one session, my ranged team mates will be disappointed.
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# ? May 18, 2024 13:45 |
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Does anyone know what rarity Minotaur and Centaur are?
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# ? May 18, 2024 18:36 |
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Dick Burglar posted:They also fixed the supramarine chair. Hooray. If it doesn't count then why bother with it over a normal wheelchair? Even if RAW it doesn't say it does, it's clearly intended to do so because it's a big jug of water with wheels.
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# ? May 18, 2024 18:43 |
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Taear posted:Does anyone know what rarity Minotaur and Centaur are? Uncommon. Kitfox88 posted:If it doesn't count then why bother with it over a normal wheelchair? Even if RAW it doesn't say it does, it's clearly intended to do so because it's a big jug of water with wheels. Well the reason to use it over a normal wheelchair without that is definitely the new errata’d speed boost for 5 foot movement merfolk. But also, it very obviously provides an immersive bucket of water come on. At the end of the day, Merfolk are an uncommon ancestry. If you as a GM want to allow them, you should allow/interpret the rules to accommodate them functioning. If you don’t want to allow them, you should just not allow them rather than passive aggressively denying them access to the basic tools the game provides that allow them to function outside of purely aquatic environments.
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# ? May 18, 2024 18:48 |
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Chevy Slyme posted:Uncommon. Ah thanks, hopefully that means they're cheap (80 points)
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# ? May 18, 2024 19:02 |
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Chevy Slyme posted:Uncommon. it’s reasonable to go either direction depending on campaign, players, the GM, and what they want to do, actually
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# ? May 18, 2024 19:05 |
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sugar free jazz posted:it’s reasonable to go either direction depending on campaign, players, the GM, and what they want to do, actually I think it’s reasonable not to allow them. I think it’s reasonable to allow them. I don’t think it’s reasonable to say “you can do this but I’m going to deliberately interpret ambiguous rules towards you as unfavorably as possible just to make your life difficult”
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# ? May 18, 2024 19:07 |
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A mermaid in a normal wheelchair would be a lot cooler than a mermaid in some weird water chair
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# ? May 18, 2024 19:09 |
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Andrast posted:A mermaid in a normal wheelchair would be a lot cooler than a mermaid in some weird water chair Normal wheelchairs don't offer the "move at least 20 speed" thing for mermaids, so it's rolling bathtub or bust.
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# ? May 18, 2024 19:17 |
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Dick Burglar posted:Normal wheelchairs don't offer the "move at least 20 speed" thing for mermaids, so it's rolling bathtub or bust. if a gm says no to giving that to a mermaid with a normal wheelchair they don't deserve to play this game
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# ? May 18, 2024 19:19 |
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Chevy Slyme posted:I think it’s reasonable not to allow them. “Hey we’re playing a campaign where aquatic environments are always nearby and I m going to build the tension of needing to access those into the campaign because I know you as a player and I think it’d be fun for us and if it doesn’t work we can revisit it” Not everything is an AP. this would work perfectly fine with my group and I have players who would be stoked that their characters attributes are being considered in the fundamental campaign design. Literally just talk to each other lol
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# ? May 18, 2024 19:20 |
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Dick Burglar posted:Normal wheelchairs don't offer the "move at least 20 speed" thing for mermaids, so it's rolling bathtub or bust. I'm a little unsure why they didn't errata the wheelchair movement rules for this honestly. They at least put in the swim speed thing to make sure that supramarine chairs aren't just outright better than wheelchairs for things that don't swim, no ancestry is slower than 20 feet land speed anyway. I guess maybe they want to leave open design space for a slow land creature that can't use a wheelchair to avoid that downside?
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# ? May 18, 2024 21:49 |
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Taciturn Tactician posted:I'm a little unsure why they didn't errata the wheelchair movement rules for this honestly. They at least put in the swim speed thing to make sure that supramarine chairs aren't just outright better than wheelchairs for things that don't swim, no ancestry is slower than 20 feet land speed anyway. I guess maybe they want to leave open design space for a slow land creature that can't use a wheelchair to avoid that downside? Because, presumably, it'd be superfluous. Pretty sure any non-aquatic races will have a native 20+ speed. I don't know of any other races that don't have a speed of at least 20.
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# ? May 19, 2024 00:09 |
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Everyone arguing about wheelchair rules is a priest of asmodeus
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# ? May 19, 2024 00:22 |
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kingcobweb posted:Everyone arguing about wheelchair rules is a priest of asmodeus I now want to make a mermaid priest of asmodeus. How does the hellfire work under water? I want to find out.
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# ? May 19, 2024 08:29 |
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Has anyone ever used a random encounter table in PF2, specifically one that contains encounters with creatures? Watched a video recently and it seems like an interesting way to flesh out an ecosystem for a region. Seems like the main difficulty for PF2 is that you run the risk of the table becoming outdated very rapidly after the party levels up a few times. Maybe more useful for dungeons or specific adventure sites that the party is going to spend some time at? But then if I'm designing a dungeon I feel like I mostly want to create set piece encounters to fit into it anyway, so I'm not sure.
Scoss fucked around with this message at 11:47 on May 19, 2024 |
# ? May 19, 2024 11:38 |
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I started using them recently in the game I'm running. Gonna spoiler this because it's about Abomination Vaults and a lot of people play that. The bottom levels give random encounter tables to use when the players are exploring. I think they do an ok job of making the area feel more dynamic without as much effort from me. It works pretty good in this situation because each level of the dungeon is the same as the player's level. I also use it when they are resting in the dungeon to cause more tension, but I make sure the encounter isn't too hard in that situation. Designing set piece encounters is fun but at least for me the best encounters I've run are ones that weren't planned, and I just ran with any stuff the players wanted to do. If you are really rolling randomly, it can give you a weird set of enemies in an interesting location that I personally wouldn't have ever come up with. If your players are creative or feeling creative that night, it can really lead to some cool stuff. If you are making your own tables, then you could use the back of the monster manual if you have it. It has the enemies listed by level so you can make tables for each level range pretty easy. Just make sure you have an idea of what the enemies can do, or the encounters might be bland. A way to customize it a bit is to put a 1% chance encounter that you design into the tables. I would use it to put an item with more random properties like the deck of many things or maybe steal the bag of beans from D&D 5e.
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# ? May 19, 2024 14:55 |
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Also, as a general piece of advice for random encounters: if you aren't in a dungeon that's already mapped out, add some map features for texture in your random encounters. Don't go too nuts with it since it can affect balance, but the natural tendency is to just put random encounters in a generic empty field and in my opinion that helps make them feel like busywork. If you're in a forest, just draw some trees and a patch of difficult terrain bushes on the map so your ranger can go "I'll take cover behind that oak tree" instead of "I'll... move a bit further back?" when they move away from the wolves that just attacked the party.
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# ? May 19, 2024 15:07 |
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The biggest risk in random encounter tables in 2e IMO is that because the encounter math is so tight, your encounter tables usually need to have something to limit your results to nontrivial, non-impossible fights. To that end, you can do a few things: * Give the table a more limited level range (as compared to 1e, where CR could range from 1-15 in some cases), * Use one table but limit your roll range (e.g. "roll 1-25 for a level 1 party, roll 26-50 for a level 2, etc.), or * Have alternatives for each entry in the table to scale your results up or down as needed. Elite/weak adjustments help with this, but it's advisable not to stack more than one of those adjustments on a creature; looking at various scaled creatures in PF Society Scenarios, you can get a bump of +2 levels by applying the elite template but adding roughly 1.5 of what they recommend instead of the default, e.g. when they have you add +2 to DCs, add +3 instead.
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# ? May 19, 2024 15:50 |
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I'm thinking of playing a witch in seasons of ghosts. I am struggling a bit with what familiars are capable of, especially in combat. Some patron abilities require being within range of a target, so moving them around and hiding seems important. I'm not sure what to do with them otherwise.
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# ? May 19, 2024 16:13 |
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Big Mouth Billy Basshole posted:I'm thinking of playing a witch in seasons of ghosts. I am struggling a bit with what familiars are capable of, especially in combat. Some patron abilities require being within range of a target, so moving them around and hiding seems important. I'm not sure what to do with them otherwise. For an AP, well I'm not familiar with Season of Ghosts but I am familiar with others and there is a chance that the maps may end up being a bit small so you don't get that much benefit from sending your familiar out far. As a GM that's the kind-of idea I would love to hear from a player as they design their character so I can design the maps to service that more.
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# ? May 19, 2024 18:07 |
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It's also very dependent on what patron you select. Resentment needs to be a lot more active with their familiar due to the power of the patron familiar ability than, say, Spinner of Threads.
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# ? May 19, 2024 18:53 |
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don't forget you can swap your familiar abilities during daily preparations so you can take manual dexterity/speech/master's form and hang out with them on days off
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# ? May 19, 2024 18:53 |
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I'm leaning towards devourer of death from howl of the wild, so I'll likely keep my minion within 15 feet of the front lines. I'm thinking of taking Independent and Damage Avoidance Reflex, not sure about a 3rd yet. Can tiny familiars use a medium size PC for cover and hiding? That may be useful for survivability.
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# ? May 19, 2024 20:11 |
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in Pathfinder 2E news, new video game to be kickstarted: https://www.kickstarter.com/projects/ossianstudios/pathfinder-the-dragons-demand First kickstarter from these guys, which worried me at first, but I'm looking at their bio on kickstarter and I'm more enthused (folks with NWN/Baldur's Gate (not 3) experience) Description is.. bare: Experience the magic of digital tabletop with miniatures in this single-player, turn-based RPG video game set in the Pathfinder world! Kickstarter Bio: Ossian Studios Inc. is an independent video game developer based in Vancouver, Canada. Headed by Alan Miranda, a former BioWare producer on the Baldur’s Gate and Neverwinter Nights games, Ossian has been making RPGs exclusively for the past 20 years, creating immersive adventures that focus on story, role-playing, and exploration, with an emphasis on player choice and freedom. Building games with passion is what Ossian is all about! This looks to be their first full fledged Steam release, they've done (or re-done) three premium modules for the NWN series (Tyrants of the Moonsea, Darkness over Daggerford, and Mysteries of Westgate), and a mobile RPG. So, cautious optimism?
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# ? May 20, 2024 19:28 |
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In a world where Solasta exists and turned out half-decent purely as a tactical game, sure, why not.
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# ? May 20, 2024 19:36 |
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Does the last kickstarted Pathfinder game (the Abomination Vaults ARPG) have a release date yet?
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# ? May 21, 2024 00:52 |
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# ? Jun 9, 2024 05:05 |
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atelier morgan posted:don't forget you can swap your familiar abilities during daily preparations so you can take manual dexterity/speech/master's form and hang out with them on days off So one of my players is a kitsune swashbuckler with Star Orb, so she has a familiar with two abilities, which is not enough to get Master's Form. Outside of taking the Familiar Master dedication, what is the best way to get more abilities on the Familiar?
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# ? May 21, 2024 04:11 |