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mind the walrus
Sep 22, 2006

atelier morgan posted:

i feel like a quiet tip for pf2 gms in general is 'let people aid with basically loving anything they actually come up an excuse for, as long as they think to do it'

Facts. Aid is a bit of a pain because it takes 1 action to ready followed by the reaction, but if the players remember-- work to indulge them on that.

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Ravus Ursus
Mar 30, 2017

Chevy Slyme posted:

Right. This is the fundamental disconnect between the crafting rules as written, and the crafting rules at most tables. As written, there's an expectation that settlement level matters and the GM is paying attention to what you can get a hold of where, and in some campaigns, the feat is useful, and in some it is not, and that's fine because not every feat is for every game.

The result is that they just kind of don't do anything at most tables, and then players start looking for 'well what are they supposed to do?" And for a lot of people, the answer they want is "enable cool stuff", which, fair! But, that's not what they're supposed to do. What they're supposed to do is enable players to choose the items they have access to without worrying about a separate mechanic that most tables just kind of completely ignore.

Which, fine, every game I've ever played in basically ignores it too. But, I do think that getting mad that you don't get a benefit from an investment, when your GM has handwoven away the restriction that makes that investment beneficial is... a little silly at minimum?

The solution, obviously, starts with figuring out well, what then, do you want crafting to be for?

I think the issue that stems from this is that people want crafting to make rad stuff you'd normally find as rewards. Like you could find or buy a flaming pick axe in the way to ruin an ice elemental, but that feels too on the nose. Instead you craft it and you feel like a badass because you forged the weapon to counter the threat. It's an agency thing.

The problem is that systems that make crafting do that require a buy in, normally a feat tax. And the you get players who are forced to decide between this cool crafting system, and character function. Much like how people hate crafting being a feat taxed lesser version of earn income.

I think battlezoo managed to split the difference pretty well by having to the system being an additional loot layer over or instead of the normal loot layer and the crafting mechanics themselves are fairly breezing and the tax is money.

Chevy Slyme
May 2, 2004

We're Gonna Run.

We're Gonna Crawl.

Kick Down Every Wall.

Ravus Ursus posted:

I think the issue that stems from this is that people want crafting to make rad stuff you'd normally find as rewards. Like you could find or buy a flaming pick axe in the way to ruin an ice elemental, but that feels too on the nose. Instead you craft it and you feel like a badass because you forged the weapon to counter the threat. It's an agency thing.

The problem is that systems that make crafting do that require a buy in, normally a feat tax. And the you get players who are forced to decide between this cool crafting system, and character function. Much like how people hate crafting being a feat taxed lesser version of earn income.

I think battlezoo managed to split the difference pretty well by having to the system being an additional loot layer over or instead of the normal loot layer and the crafting mechanics themselves are fairly breezing and the tax is money.

Sure, but the problem is that the crafting system as written actually provides exactly that. Sure, you could find or buy a flaming pick axe. But also, maybe you find a shocking halberd and you sell that and use the funds to craft a flaming pick axe, because nobody in town has one to sell you. Or maybe you find a trove of high end metal ingots and other fine materials worth XYZ gold, and oh what do you know, XYZ gold is how much it will cost for every player to 'craft' an appropriate weapon with appropriate runes that are bespoke to them and designed by them.

It's the removal of that bold part, at a lot of tables, that makes the crafting situation worthless. If you want your crafting to feel mechanically satisfying, it has to accomplish something. For a lot of players that don't like crafting, they think that something ought to be 'lets me have more powerful stuff than I could otherwise, or for cheaper'; which makes it into a feat tax. For some number of other players, the desire comes out of a frustration with AP loot tables or with GM generated loot tables that don't fit their character, and a desire to have complete control over the stuff they gear their character with. For those players, the crafting rules work fine, they just require some GM buyin to provide appropriate amounts of downtime, and a player understanding that you are just going to be throwing a "just buy the item" amount of gold at anything you craft.

And for the folks that really just want a cool story beat out of "I made a spiked club out of the dragon's femur", take an equivalent amount of gold out of the dragon's hoard, RP out a fun little crafting shopping sidequest to gather your additional materials or recruit an NPC smith or book forge space or whatever, and go have fun. That's not a problem that needs mechanics to solve, that's a problem that needs a GM to talk to their players and for people to mutually decide what sort of loot story they think is fun to engage with. (This is, more or less, the thing that the battlezoo system essentially turns into a mechanic. If that's what your into, that's cool and good and fine, but the core system doesn't need that. It's often just more bookkeeping on top of the system that already has some of the most bookkeeping in the game)

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Sure. I don't think anyone's really debating that PF2 crafting accomplishes its design goals. But just because it's doing what it was designed to do doesn't make it good. When a system doesn't take into account how the game is actually played or what people want out of the game, it doesn't matter how well it meets the specifications. It's still a bad system. It's no different in that regard than poo poo like the 3.5/PF1 encumbrance system or the rules on spellbooks. They're trying to sell something that the (seeming) majority of their customers don't want to buy. It's a small enough portion of the overall game that it doesn't significantly hurt sales or anything, but it's still not good.

Facebook Aunt
Oct 4, 2008

wiggle wiggle




Chevy Slyme posted:

Yeah, this was my initial instinct before OP said the party kind of wanted a support caster.

I second the bard. A bard makes everyone else better, but isn't a combat monster himself. Soothe is handy to have. Maybe throwing out a sassy Bon Mot occasionally. A bard is a great sidekick. Their own little Jaskier. You just need to make sure he doesn't take over in social situations.

While a fighter is easy, fighters in pathfinder are too awesome and could overshadow the players in combat. Criting all the time with his expert weapon proficiency. Having to ask yourself "how do I want to do this?" as you finish off half the enemies. It would be easy for a fighter to seem like it was carrying the party rather than assisting the party.

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.

Zurai posted:

Sure. I don't think anyone's really debating that PF2 crafting accomplishes its design goals. But just because it's doing what it was designed to do doesn't make it good. When a system doesn't take into account how the game is actually played or what people want out of the game, it doesn't matter how well it meets the specifications. It's still a bad system. It's no different in that regard than poo poo like the 3.5/PF1 encumbrance system or the rules on spellbooks. They're trying to sell something that the (seeming) majority of their customers don't want to buy. It's a small enough portion of the overall game that it doesn't significantly hurt sales or anything, but it's still not good.

I think it's very telling that 3/4 of my players took crafting and only the one who is doing the monster parts system (because she's a Ranger) is really happy. Cutting off poison sacks and chitin plating that she infuses her weapons and armor with has made her feel great. The other two players just felt unsatisfied, especially prior to me just handing out formulas willy-nilly. One of them, in particular, got really annoyed with the RAW "double cost" of having to get the formula and then spend the money to craft.

sugar free jazz
Mar 5, 2008

Chevy Slyme posted:

Sure, but the problem is that the crafting system as written actually provides exactly that. Sure, you could find or buy a flaming pick axe. But also, maybe you find a shocking halberd and you sell that and use the funds to craft a flaming pick axe, because nobody in town has one to sell you. Or maybe you find a trove of high end metal ingots and other fine materials worth XYZ gold, and oh what do you know, XYZ gold is how much it will cost for every player to 'craft' an appropriate weapon with appropriate runes that are bespoke to them and designed by them.

It's the removal of that bold part, at a lot of tables, that makes the crafting situation worthless. If you want your crafting to feel mechanically satisfying, it has to accomplish something. For a lot of players that don't like crafting, they think that something ought to be 'lets me have more powerful stuff than I could otherwise, or for cheaper'; which makes it into a feat tax. For some number of other players, the desire comes out of a frustration with AP loot tables or with GM generated loot tables that don't fit their character, and a desire to have complete control over the stuff they gear their character with. For those players, the crafting rules work fine, they just require some GM buyin to provide appropriate amounts of downtime, and a player understanding that you are just going to be throwing a "just buy the item" amount of gold at anything you craft.

And for the folks that really just want a cool story beat out of "I made a spiked club out of the dragon's femur", take an equivalent amount of gold out of the dragon's hoard, RP out a fun little crafting shopping sidequest to gather your additional materials or recruit an NPC smith or book forge space or whatever, and go have fun. That's not a problem that needs mechanics to solve, that's a problem that needs a GM to talk to their players and for people to mutually decide what sort of loot story they think is fun to engage with. (This is, more or less, the thing that the battlezoo system essentially turns into a mechanic. If that's what your into, that's cool and good and fine, but the core system doesn't need that. It's often just more bookkeeping on top of the system that already has some of the most bookkeeping in the game)



there are major changes in the remaster that happened because most people hated them (open) or ignored them (schools), and crafting would have been a good one to add to the list.

the big thing that's missing from "it gets you things you can't buy" point is it takes 4 days of downtime activity to do. You need to be doing downtime, you need to be in a place so remote that in four days you can't get to a settlement big enough, and you need to have that item in the immediate future. It's an edge case that is very unsatisfying, people generally don't like or implement, and making your crafting to fit this edge case is a bad idea. It can also fail and you just wasted 4 days of downtime and you won't have your item when you need it, which makes it even more ridiculous.

battlezoo is much cooler and better, and i want pf2 to natively have cool rules for crafting.

Scoss
Aug 17, 2015
Just a couple brain poops trying to make sure I understand some rules:

-There is generally no such thing as an opposed skill check right? If I am trying to trip a monster and it calls for an athletics check VS reflex DC, I roll 1d20+athletics bonus and compare it to 10 + the monster's reflex bonus? And then for saving throws, it's sort of flipped around the other way where the caster has a set Spell DC and the monster rolls with their bonus to check against that DC?

-Encounter building, if I am understanding correctly, does not necessarily award the same amount of XP for wining the fight as you used in budget for building the encounter? If you have for example 3 or 5 players and are trying to build a moderate encounter, then a moderate encounter will always award 80 XP no matter the number of players, but you need to populate the encounter with either 60 or 100 XP worth of monsters respectively? This works pretty elegantly for exactly a 4 player party but the nomenclature is a little confusing when it doesn't match up 1:1

Scoss fucked around with this message at 18:06 on Aug 8, 2023

Chevy Slyme
May 2, 2004

We're Gonna Run.

We're Gonna Crawl.

Kick Down Every Wall.

Scoss posted:

Just a couple brain poops trying to make sure I understand some rules:

-There is generally no such thing as an opposed skill check right? If I am trying to trip a monster and it calls for an athletics check VS reflex DC, I roll 1d20+athletics bonus and compare it to 10 + the monster's reflex bonus? And then for saving throws, it's sort of flipped around the other way where the caster has a set Spell DC and the monster rolls with their bonus to check against that DC?

Correct. DC's functionally take the place of an opposed roll - you essentially just always operate from a place of "the opposed roll is always a 10".

And yes, Saving Throws are the opposite of attacks, insofar as the defender makes the roll, rather than the attacker, but otherwise, they work just the same way.

Proven
Aug 8, 2007

Lurker
Correct, no opposed rolls, with the closest thing being initiative.

For encounter building, if you’re building for exactly 4 PCs then your budget is the same that you award. If you’re building for any other amount, you scale your budget up or down, but you award XP as if it was a 4 PC party anyway.

Taciturn Tactician
Jan 27, 2011

The secret to good health is a balanced diet and unstable healing radiation
Lipstick Apathy
The GMing guide is pretty explicit about that, it seems

quote:

Adjudicating the Rules
[..]
To make calls on the fly, use the following guidelines, which are the same principles the game rules are based on. You might want to keep printouts of these guidelines and the DC guidelines for quick reference.
[..]
* When two sides are opposed, have one roll against the other's DC. Don't have both sides roll (initiative is the exception to this rule). The character who rolls is usually the one acting (except in the case of saving throws).

Scoss
Aug 17, 2015
Did a white room practice combat with my players so that we could all go through the motions and make sure we know how our characters work.

The first fight (for 3 level 1 characters) was a 60XP trio of level -1 Goblins. The Druid cast electric arc and put two of them from 6 down to 2 health even on successful saves, yikes. I think they could have mopped that "moderate" encounter up without taking a single hit or using any resources if they knew how soft the enemies were. They pretty effortlessly killed them anyway-- the poor Magus spent his whole first turn casting Magic weapon and never got to actually spellstrike anything.

I asked if they wanted to try something spicier, so I promoted one goblin to a lvl 0 elite and replaced another with a lvl 1 war chanter (basically a bard) to make a 90XP Severe encounter. The Investigator focused on the different-looking bard goblin and devised stratagems but couldn't land his free recall knowledge checks to learn about it. He plugged it with multiple crossbow hits but the warchanter has 16 health and soothed himself back up to full health two times while getting an inspire courage off every turn. The Magus ran in confidently and whiffed his spellstrike, the elite managed to attack back and landed two nasty hits off a flank, knocking him out. Druid tanked up with a shield and did a two-action heal, and we all got to see how restoring 14 out of 17 HP to an unconscious character is very powerful. The Druid went down as they whittled down the bard and normal goblin, and the magus was able to dust himself off, grab his sword and give the finishing blow to the elite.

I was a little scared of how they absolutely crushed the first fight, but it was fun to watch them overcome the much more dangerous second fight. I'm vaguely aware of some community wisdom that it's a bad idea to throw severe encounters at very low level characters, and it's pretty clear why after seeing first hand how quickly their hubris can turn to ashes when a goblin starts his turn in melee and has nothing better to do than swing three times while flanking.

Scoss fucked around with this message at 08:25 on Aug 9, 2023

VikingofRock
Aug 24, 2008




Scoss posted:

I'm vaguely aware of some community wisdom that it's a bad idea to throw severe encounters at very low level characters, and it's pretty clear why after seeing first hand how quickly their hubris can turn to ashes when a goblin starts his turn in melee and has nothing better to do than swing three times while flanking.

I think throwing severe encounters at low-level parties is fine, with two caveats. Number one: throwing Level +2 enemies at them can be rough, because they easily can kill a low level player with a single crit. Number two, elite adjustments don't work great for low-level enemies. From the Bestiary:


quote:

Elite and weak adjustments work best with creatures that focus on physical combat. These adjustments overstate the normal numerical gains the creature would make from increasing its level to make up for the lack of new special abilities. As such, when applied multiple times to the same creature, these adjustments cause its statistics to become less accurate for the creature’s level. These adjustments have a greater effect on the power level of low-level creatures; applying elite adjustments to a level –1 creature gives you one closer to 1st level, and applying weak adjustments to a 1st-level creature gives you one whose level is closer to –1.

atelier morgan
Mar 11, 2003

super-scientific, ultra-gay

Lipstick Apathy
don't worry that much, it would take a great deal of work to make a deadlier encounter than the dragon in the beginner's box

bewilderment
Nov 22, 2007
man what



At the start of a Strength of Thousands campaign, decided I would go with Flurry Ranger.

I specialise in making enemy HP go down; and I focused on Medicine as my main skill, my other main specialty is making ally HP go up post-battle (and occasionally during).

It turns out that despite this being an incredibly simple playstyle it is indispensible to the party.

Two-weapon flurry ranger protip: buy doubling rings early, and also equip yourself explicitly with a gauntlet early so that when you need to drop something to have a 'free hand' you can still twin takedown with your 'two' striking weapons.

VikingofRock
Aug 24, 2008




Just had an awesome fight against a boss monster as an Investigator, where I could not roll above a 5 on my Devise a Stratagem.

The first time it happened: I knew from recall knowledge (using Known Weaknesses) that the enemy had a terrible Reflex DC. I had been investing heavily in Athletics, so I used Athletic Strategist to go up and trip him, which barely hit. I then stabbed the (now prone and thus flat-footed) enemy with my rapier, and set up Aid for my ally with an Athletics check (the enemy was my Lead so DaS was free). The Aid turned my ally's attack into a crit.

The second time, the boss was already prone (and grabbed by my ally), so I used Bon Mot, changed the barrel on my gauntlet bow to be an elemental ammunition with the boss's weakness, and then hid (which was easier because of the Bon Mot). The hiding protected my from getting hit on the boss's turn, the Bon Mot set up a Demoralize from my next ally, and the Frightened from that turned a near-miss Strike into a hit, killing the Boss.

Now, I recognize that a lot of this was luck, but man, it felt good to be so impactful despite rolling so poorly on DaS.

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.
My groggy D&D loving Bard continues to give me The Sads, literally spending every round after the first (where he casts Inspire Courage) blowing his entire turn to Raise A Shield and do a Warp Step to some weird-rear end place on the map to "help with flanking".

The two problems appear to be: that he's totally internalized the brain-dead 5e paradigm of "oh it's my turn, I do the thing I always do and run the formula" and that's what he's trying to do, just do the same thing every round after the first, and secondly even after being hollered at by the party Wizard (now Kineticist) for trying to make a high INT low CHA Bard, he still hosed his stats and took a 16 WIS so that he could "be the party healer" but this of course means he has dogshit DEX and STR, low AC that he has to Raise a Shield just to get to baseline, and can't actually make a decent melee or ranged attack. Very frustrating and not leaving me with a lot of options here, the party already has a relatively foolish Swashbuckler who loves to run away from his fellow melee Ranger and hang his rear end out there, then spends his next turn running back into the fold, so the Bard's suboptimal turns are just compounding the problem. The dude is precious about his characters so I can't really talk to him about it, and I'm not sure just murdering the party will get me what I want but at this point I guess I'm going to have to. Bit of a bummer but oh well.

Megaman's Jockstrap fucked around with this message at 19:00 on Aug 10, 2023

Kyrosiris
May 24, 2006

You try to be happy when everyone is summoning you everywhere to "be their friend".



Megaman's Jockstrap posted:

he's totally internalized the brain-dead 5e paradigm of "oh it's my turn, I do the thing I always do and run the formula" and that's what he's trying to do, just do the same thing every round after the first

Starting to think that may be the issue with the druid in one of my groups that I've been bitching about. They have The Plan and deviating is "rollplaying". :rolleyes:

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.

Kyrosiris posted:

Starting to think that may be the issue with the druid in one of my groups that I've been bitching about. They have The Plan and deviating is "rollplaying". :rolleyes:

I am extremely leery of anyone who uses the term "metagaming" or "rollplaying" because it indicates an extremely narrow and rigid definition of what TTRPGs should be and what is expected out of the game or player. That kind of thinking should have died around 1992.

Like, one of the big ones that always cracks me up is that it's "metagaming" to know that trolls regenerate unless you burn them with fire or acid, but - everyone would know that in a world where trolls exist! They're so incredibly dangerous without that knowledge, so yeah even the peasant farmer knows that if they see a troll and they don't have fire or a wizard/alchemist handy they should run like hell. This would just be common knowledge, like "don't pick up bird/rodent corpses, you can get sick" is in our world, but there's this type of player that acts like their character came out of a vat three months before the campaign started.

blastron
Dec 11, 2007

Don't doodle on it!


TECHnically, that knowledge should be gated behind a Recall Knowledge check with a low DC, so until the dice have rolled it’s still metagaming.
:goonsay:

mind the walrus
Sep 22, 2006

This is why general ecological prevalence is extremely important to have in all Bestiaries so GMs can adjust sociological expectations and Recall Knowledge DCs appropriately.

(I'm not joking that'd actually be super helpful)

Arivia
Mar 17, 2011

mind the walrus posted:

This is why general ecological prevalence is extremely important to have in all Bestiaries so GMs can adjust sociological expectations and Recall Knowledge DCs appropriately.

(I'm not joking that'd actually be super helpful)

this was in the Pathfinder 1e bestiaries, but they got rid of it in 2e. it was presented the best in stuff like the monstrous manual for 2e AD&D.

Scoss
Aug 17, 2015

Maybe it would make sense to start adjusting encounter XP budgets down a little bit, if you feel one or more players aren't pulling their weight. If the player is not willing to change or learn then I'm not sure if it would even be helpful to do something like putting in enemies or hazards specifically to knock him out of his play pattern, so maybe you just write him off a bit.

Lamuella
Jun 26, 2003

It's like goldy or bronzy, but made of iron.


Megaman's Jockstrap posted:

The two problems appear to be: that he's totally internalized the brain-dead 5e paradigm of "oh it's my turn, I do the thing I always do and run the formula" and that's what he's trying to do, just do the same thing every round after the first,

Okay but that's especially absurd for someone playing a Bard, which is the Swiss Army Knife of d&d characters. They're utility players who can heal, blast stab, buff, and debuff. What they should be doing each round is whatever's most useful to do each round.

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.

Scoss posted:

Maybe it would make sense to start adjusting encounter XP budgets down a little bit, if you feel one or more players aren't pulling their weight. If the player is not willing to change or learn then I'm not sure if it would even be helpful to do something like putting in enemies or hazards specifically to knock him out of his play pattern, so maybe you just write him off a bit.

Oh I'd never do anything to specifically kill a player, but between the Swashbuckler running off in the middle of a fight and the Bard doing gently caress all except providing a flanking bonus and +1 they're absolutely going to get chewed up by some of the stuff in the Abomination Vault.

What's very weird to me is that the Swashbuckler player is an absolute terror at tactical boardgames, he's a real smart and calculating guy, but in this game he's like "durrr I backflip down the hallway and do a pirouette! I'm now 40 feet from the nearest player in an unexplored/unscouted area, I wonder what will happen now?!? Huzzah!" and the answer is very obvious to me: at some point you are going to get cut off and whammo'd.

As for dialing it down, I have. It's just incredibly boring to watch one player say "Raise Shield, Warp Step for flank" turn after turn. Not only does it make fights longer, it's a momentum killer.

Lamuella posted:

Okay but that's especially absurd for someone playing a Bard, which is the Swiss Army Knife of d&d characters. They're utility players who can heal, blast stab, buff, and debuff. What they should be doing each round is whatever's most useful to do each round.

He can't fight, like, at all. +1 DEX and +1 STR, using weapons is a waste of time for him + he's piss scared because without Raising a Shield his 16 AC gets him crit pretty regularly. He's basically a spellcaster from the Occultism school with some buffing cantrips.

As I stated before, he's this really groggy guy that has a paradigm in his head for how things "should" work and gets really defensive/hostile when it's challenged.

(it's obvious to me that it's intended for the "average" Bard to go DEX and have the option to Strike with either use a whip/rapier as a helper for the melee guys, or shortbow as a skirmisher, but he totally shut that down with garbage attribute choices)

Megaman's Jockstrap fucked around with this message at 20:46 on Aug 10, 2023

Chevy Slyme
May 2, 2004

We're Gonna Run.

We're Gonna Crawl.

Kick Down Every Wall.
Does the bard not have any of the occult attack cantrips?

Telekinetic Projectile is no electric arc, but it should be fine for contributing. And Needle Darts is new and has a lot of fun options if you, as the GM, can give the bard a few hunks of various rare metals and encourage the use of them with needle darts to hit some weaknesses.

There’s no reason any non-swords bard should have to use a weapon and go melee or invest heavily in Dex beyond shoring up AC (which doesn’t require that much investment.)

Dick Burglar
Mar 6, 2006

Megaman's Jockstrap posted:

As I stated before, he's this really groggy guy that has a paradigm in his head for how things "should" work and gets really defensive/hostile when it's challenged.

Sounds like a terrible person to play with. Like, "have a stern talking-to about not being a poo poo, or he's disinvited from the game."

appropriatemetaphor
Jan 26, 2006

Megaman's Jockstrap posted:

Oh I'd never do anything to specifically kill a player, but between the Swashbuckler running off in the middle of a fight and the Bard doing gently caress all except providing a flanking bonus and +1 they're absolutely going to get chewed up by some of the stuff in the Abomination Vault.

Don't have to kill kill them but if the player isn't getting punished at all for playing like a fool they'll just keep doing it?

Like monsters can just swarm the Bard or Swashbuckler, knock them out then go after the rest of the party. Unlikely they'll fail all their death saves.

The Bee
Nov 25, 2012

Making his way to the ring . . .
from Deep in the Jungle . . .

The Big Monkey!
It might be that they don't understand or particularly enjoy Pathfinder 2E's play loop, tbh. I'm gonna guess the group's already had a heart to heart on it, though.

Cyouni
Sep 30, 2014

without love it cannot be seen

Megaman's Jockstrap posted:

He can't fight, like, at all. +1 DEX and +1 STR, using weapons is a waste of time for him + he's piss scared because without Raising a Shield his 16 AC gets him crit pretty regularly. He's basically a spellcaster from the Occultism school with some buffing cantrips.

As I stated before, he's this really groggy guy that has a paradigm in his head for how things "should" work and gets really defensive/hostile when it's challenged.

(it's obvious to me that it's intended for the "average" Bard to go DEX and have the option to Strike with either use a whip/rapier as a helper for the melee guys, or shortbow as a skirmisher, but he totally shut that down with garbage attribute choices)

Has he considered going like, Sentinel or picking up medium/heavy armour in any way? Since it's Abomination Vaults that doesn't go to 13, he could even just grab it via general feats.

Or he could play like a caster and be very scared at the back, but obviously that has its own disadvantages. The occult attack cantrips are decent enough - as noted, telekinetic projectile is still more than solid enough to help.

I also just realized he's not even using Inspire Courage, which at that point why are you playing a bard.

(Also of course it's the guy that insisted on building the high-Int bard with no thought behind it.)

Enos Cabell
Nov 3, 2004


Games should be fun for the GM too, sounds like you've really tried with this guy but maybe he needs to find another group to play with.

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.

Cyouni posted:

Has he considered going like, Sentinel or picking up medium/heavy armour in any way? Since it's Abomination Vaults that doesn't go to 13, he could even just grab it via general feats.

Or he could play like a caster and be very scared at the back, but obviously that has its own disadvantages. The occult attack cantrips are decent enough - as noted, telekinetic projectile is still more than solid enough to help.

I also just realized he's not even using Inspire Courage, which at that point why are you playing a bard.

(Also of course it's the guy that insisted on building the high-Int bard with no thought behind it.)

Oh he's not THAT bad. He's using Inspire Courage with Lingering Composition on his first round, usually with a Recall Knowledge using Bardic Lore and then....Raise A Shield. Then he just does the Warp Step and Raise Shield until Inspire Courage runs out, then he does another Inspire Courage, Stride, Raise Shield.

That's it. I just described 90% of his actions. Occasionally he'll do Raise Shield + Telekinetic Projectile but he's had terrible luck with it and it doesn't hit much, plus he's very action constrained because he has to Raise Shield every stinkin' round! That + Cast a Spell is his whole turn. A couple of times he's done Raise Shield + Stride + Battle Medicine. That's it.

I know when he made the character he was really hoping to make a "support character" and play into Medicine but quite frankly I had 3 other players making new characters and a game system to learn, so I didn't notice that he went +3 WIS. He basically took +2 to his Medicine skill checks for -2 AC and -2 to hit, not a great trade IMO.

Also, he took Psychic as his archetype, so he can't get to Sentinel for a while. Just a dang old mess.

Megaman's Jockstrap fucked around with this message at 22:15 on Aug 10, 2023

Bar Crow
Oct 10, 2012
Let him respec so he can try out some different mechanics. If it hurts his verisimilitude, say he found a respec potion.

Cyouni
Sep 30, 2014

without love it cannot be seen

Megaman's Jockstrap posted:

Oh he's not THAT bad. He's using Inspire Courage with Lingering Composition on his first round, usually with a Recall Knowledge using Bardic Lore and then....Raise A Shield. Then he just does the Warp Step and Raise Shield until Inspire Courage runs out, then he does another Inspire Courage, Stride, Raise Shield.

That's it. I just described 90% of his actions. Occasionally he'll do Raise Shield + Telekinetic Projectile but he's had terrible luck with it and it doesn't hit much, plus he's very action constrained because he has to Raise Shield every stinkin' round! That + Cast a Spell is his whole turn. A couple of times he's done Raise Shield + Stride + Battle Medicine. That's it.

I know when he made the character he was really hoping to make a "support character" and play into Medicine but quite frankly I had 3 other players making new characters and a game system to learn, so I didn't notice that he went +3 WIS. He basically took +2 to his Medicine skill checks for -2 AC and -2 to hit, not a great trade IMO.

Also, he took Psychic as his archetype, so he can't get to Sentinel for a while. Just a dang old mess.

Honestly, this doesn't sound too bad with a tiny bit of adjustment. If he swaps to Medic archetype and picks up medium armour with a general feat I actually think it works quite well, especially fi he picks up Doctor's Visitation at 4.

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.

Cyouni posted:

Honestly, this doesn't sound too bad with a tiny bit of adjustment. If he swaps to Medic archetype and picks up medium armour with a general feat I actually think it works quite well, especially fi he picks up Doctor's Visitation at 4.

Yeah I'll talk to him about it, he really loves Warp Step but hopefully we can make this work. I don't need to do respec potions or whatever; I've told the players that they can change out stuff if it's not working for them.

I appreciate the suggestions for Medium Armor but we'll have to wait until Level 5 for that.

Megaman's Jockstrap fucked around with this message at 22:54 on Aug 10, 2023

Cyouni
Sep 30, 2014

without love it cannot be seen
Wait, why level 5? Am I missing something there? General should be at 3 (or 1 if human).

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.

Cyouni posted:

Wait, why level 5? Am I missing something there? General should be at 3 (or 1 if human).

You're right. I needed to explain this one. He only has 12 STR. He doesn't meet the requirements for any Medium armor, and he's got the zoomies (hence his love of Warp Step) so I know that wearing Medium armor and losing speed just won't fly for him.

However, at lvl 5 he'll get his first stat boost, he can put +1 into strength, meet the requirements, and go for it.

Reading it back, yeah that wasn't clear at all. Sorry!

Kyrosiris
May 24, 2006

You try to be happy when everyone is summoning you everywhere to "be their friend".



Honestly it seems like he's trying to do thirty seven different things at once and sucking at all of them.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

Megaman's Jockstrap posted:

You're right. I needed to explain this one. He only has 12 STR. He doesn't meet the requirements for any Medium armor, and he's got the zoomies (hence his love of Warp Step) so I know that wearing Medium armor and losing speed just won't fly for him.

However, at lvl 5 he'll get his first stat boost, he can put +1 into strength, meet the requirements, and go for it.

Reading it back, yeah that wasn't clear at all. Sorry!

He doesn't need to meet the strength requirements for medium armor for it to be a good option. Check out Chainmail if he's worried about acrobatics and athletics (but why would he, since he has terrible dexterity and strength).

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Lurks With Wolves
Jan 14, 2013

At least I don't dance with them, right?

KPC_Mammon posted:

He doesn't need to meet the strength requirements for medium armor for it to be a good option. Check out Chainmail if he's worried about acrobatics and athletics (but why would he, since he has terrible dexterity and strength).

But the strength requirement is just "you don't get penalties and lose five less speed while wearing it", and losing that 5' of speed is the part they thought their friend would object to.

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