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Facebook Aunt
Oct 4, 2008

wiggle wiggle




Chevy Slyme posted:

The problem is that you then have an Archetype Feat at level 2, but you can't take anything with it, because the minimum level for any archetype feat that isn't a dedication is level 4. So what happens is you have a class feature that functionally does 'nothing' after you've advanced to level 2, unless you handwave away/houserule the "need two archetype feats before choosing another dedication' rule.

Which is fine, and won't break anything to do that for your eldritch scoundrel rogue, it's just... a thing you need to account for if it comes up at your table.

The obvious fix would be to allow the "Magical Trickster" rogue feat in that spot since it seems to be a feat you are expected to take then anyway.

Honestly that subclass seems like a way to get a sneaky mage without using free archetype or multiclassing, so it makes sense that it clashes with free archetype optional rule since they are both ways to get a dualclass mage/rogue. Free archtype is the superior mage/rogue so maybe just take a different rogue racket instead? Your cantrip spellcasting would come online a level later, but on the upside you'd get the extra benefits of the racket and more skills are more betterer.

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3 Action Economist
May 22, 2002

Educate. Agitate. Liberate.

Chevy Slyme posted:

The problem is that you then have an Archetype Feat at level 2, but you can't take anything with it, because the minimum level for any archetype feat that isn't a dedication is level 4. So what happens is you have a class feature that functionally does 'nothing' after you've advanced to level 2, unless you handwave away/houserule the "need two archetype feats before choosing another dedication' rule.

Which is fine, and won't break anything to do that for your eldritch scoundrel rogue, it's just... a thing you need to account for if it comes up at your table.

Would it be useless if you had to take that dedication at level 2 instead? You'd still have to wait until level 4.

I just see it as taking your level 2 free archetype slot at level 1 instead. Functionality doesn't change anything aside from being able to cast spells as a rogue right away.

Vanguard Warden
Apr 5, 2009

I am holding a live frag grenade.

Facebook Aunt posted:

When an alchemist runs out reagents they are just a terrible martial.

Eh, when an Alchemist runs out of reagents they're supposed to use Perpetual Infusions for lower-level free stuff. Skunk Bombs are actually amazing for that as the damage isn't as important as the save DC (which is overwritten by Powerful Alchemy).

The design is still awkward, yeah. They're clearly meant to be analogous to casters with their per-day resources and lower weapon/armor proficiencies, but bombs, poisons and mutagens all largely function off of martial attack rolls. Quicksilver mutagen can help fill the gap by bumping up your item bonus one higher than normal (and overwriting the item bonus on lower level perpetual bombs), but the class is behind on both proficiency AND using a secondary ability score for their attacks.

mind the walrus
Sep 22, 2006

My new player was debating a Thaumaturge but is now running an Oracle. drat I was hoping we'd have a Thaum.

Oh well my other player has been spending time making cute and deadly Fey characters, and yet another player is daring me to kill off their Fighter so they can try out Kineticist, so problems are relative.

Facebook Aunt
Oct 4, 2008

wiggle wiggle




Vanguard Warden posted:

Eh, when an Alchemist runs out of reagents they're supposed to use Perpetual Infusions for lower-level free stuff. Skunk Bombs are actually amazing for that as the damage isn't as important as the save DC (which is overwritten by Powerful Alchemy).

The design is still awkward, yeah. They're clearly meant to be analogous to casters with their per-day resources and lower weapon/armor proficiencies, but bombs, poisons and mutagens all largely function off of martial attack rolls. Quicksilver mutagen can help fill the gap by bumping up your item bonus one higher than normal (and overwriting the item bonus on lower level perpetual bombs), but the class is behind on both proficiency AND using a secondary ability score for their attacks.

Yeah, the whole thing seems a bit awkward. The perpetual infusion "cantrips" don't kick in until level 7. I've never played one, but levels 5 and 6 look pretty rough.

At level 5 a toxicologist with a +1 rune won't have higher than +12 to hit when all the enemies he's facing have AC above 20. He's only ever going to crit with a natural 20. The Subtle Delivery feat encourages him to use a blowgun but it's just not that great, most of his darts will miss and be wasted. Poisons are great, but he wastes more than he uses. I guess injury poisons are another thing he's supposed to give to his pals to use rather than trying to use them himself.

On the upside at level 7 he can choose poisons like alcohol, coffee, or a variety of other addictive drugs as his 2 things he can make for free every round. Give up adventuring and become a drug dealer. :getin:

Facebook Aunt fucked around with this message at 02:52 on Sep 7, 2023

Vanguard Warden
Apr 5, 2009

I am holding a live frag grenade.
Poisoner Alchemist actually seems pretty dope in terms of effectiveness, but my big problems with it is that not only are you better off taking your stack of poisoned arrows at the start of the day and handing them over to the party's ranger, but if you're going up against the wrong kind of enemies like undead or something then none of your poo poo is going to work anyway. It's like if you could play a subclass that was entirely about fire damage and the setting had tons of completely fire-immune enemies.

Also fun fact, I math'd it out and a martial class with up to Master weapon proficiency with the Alchemist and Demolitionist archetypes does more damage throwing bombs than a normal Alchemist would, even with the lower-level bombs from the archetype. Not only does the extra attack bonus from proficiency and primary Dex help, but up to +6 damage from Greater Weapon Specialization and Master rather than up to +2 from Weapon Specialization and Expert usually makes up for any loss of damage dice too. A straight Alchemist is better for bombs with scaling secondary effects or saving throws, but then that means the straight-damage bomb types are kind of just trap options.

Facebook Aunt posted:

On the upside at level 7 he can choose poisons like alcohol, coffee, or a variety of other addictive drugs as his 2 things he can make for free every round. Give up adventuring and become a drug dealer. :getin:

I only just now learned this and the fact that 'perpetual boozemaster' is not a viable character build seems like the greatest failing of the system I've ever seen. :colbert:

Vanguard Warden fucked around with this message at 16:34 on Sep 7, 2023

Hugoon Chavez
Nov 4, 2011

THUNDERDOME LOSER

Facebook Aunt posted:


On the upside at level 7 he can choose poisons like alcohol, coffee, or a variety of other addictive drugs as his 2 things he can make for free every round. Give up adventuring and become a drug dealer. :getin:

To be fair, I would absolutely rather have a coffeemancer in my party than the lizard man with a rage problem or the weirdo with the mirror.

gurragadon
Jul 28, 2006

I was looking for some PF2E lore advice from some more knowledgeable people on here. (Early Abomination Vault Spoilers) The characters disabled the kobold stonescale spirit haunt on the first floor by dumping the bones further down the dungeon. I don't really want that to be the end of the haunt so I set up a new haunt in that room with the same spirits.

But I wanted them to have to give the kobolds a proper burial for there spirits to be as peace. Does anyone know any specific kobold lore around death, funerals, etc.? I know they have a affinity for dragons but not much else.

The Golux
Feb 18, 2017

Internet Cephalopod



Vanguard Warden posted:

It's like if you could play a subclass that was entirely about fire damage and the setting had tons of completely fire-immune enemies.

As if, huh? *Pyrokineticist frowns*

Vanguard Warden
Apr 5, 2009

I am holding a live frag grenade.

The Golux posted:

As if, huh? *Pyrokineticist frowns*

I mean Kineticists get abilities that allow them to bypass elemental resistances or immunities specifically for that reason, including Extract Elements as a baseline class feature at 3rd. Meanwhile there are a LOT of enemies with immunity to poison as an effect rather than a damage type, so just the broad categories of constructs, undead, and elementals are immediately off the table.

The Golux
Feb 18, 2017

Internet Cephalopod



Vanguard Warden posted:

I mean Kineticists get abilities that allow them to bypass elemental resistances or immunities specifically for that reason, including Extract Elements as a baseline class feature at 3rd. Meanwhile there are a LOT of enemies with immunity to poison as an effect rather than a damage type, so just the broad categories of constructs, undead, and elementals are immediately off the table.

Yeah that's fair, they have it a bit worse than single-element kineticists, I just thought "a subclass that was entirely about fire damage and the setting had tons of completely fire-immune enemies" was a slightly ironic example.

MadScientistWorking
Jun 23, 2010

"I was going through a time period where I was looking up weird stories involving necrophilia..."

The Golux posted:

Yeah that's fair, they have it a bit worse than single-element kineticists, I just thought "a subclass that was entirely about fire damage and the setting had tons of completely fire-immune enemies" was a slightly ironic example.
Single element kineticists still have access to multiple different damage types. Hell fire's alternative damage type is usually the hard counter to fire immunity (Cold).

appropriatemetaphor
Jan 26, 2006

When do you decide which maneuvers/attacks to do? Wondering if you have to pre-announced "i'm doing two trips!" or if you can attempt a Trip, then if it succeeds go ok I'll Grapple them on the ground now.

https://2e.aonprd.com/Feats.aspx?ID=444

quote:

You flurry is a combination of maneuvers. You can replace one or both of your attacks during a Flurry of Blows with Grapples, Shoves, or Trips.

Arivia
Mar 17, 2011

appropriatemetaphor posted:

When do you decide which maneuvers/attacks to do? Wondering if you have to pre-announced "i'm doing two trips!" or if you can attempt a Trip, then if it succeeds go ok I'll Grapple them on the ground now.

https://2e.aonprd.com/Feats.aspx?ID=444

You get to choose after you see the result of the first one. Compare to if you were making two strikes (so a standard flurry of blows) but the first one killed the enemy. It'd be dogshit if the second one was just wasted instead of allowing you to use it on the guy next to him.

ZZT the Fifth
Dec 6, 2006
I shot the invisible swordsman.
A friend of mine has decided to try running a PF2e campaign for my friend group. He's picked up Foundry as well, which is exciting; does anyone have a good list of useful plugins that he'll want to use to run 2e?

Lamuella
Jun 26, 2003

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


gurragadon posted:

I was looking for some PF2E lore advice from some more knowledgeable people on here. (Early Abomination Vault Spoilers) The characters disabled the kobold stonescale spirit haunt on the first floor by dumping the bones further down the dungeon. I don't really want that to be the end of the haunt so I set up a new haunt in that room with the same spirits.

But I wanted them to have to give the kobolds a proper burial for there spirits to be as peace. Does anyone know any specific kobold lore around death, funerals, etc.? I know they have a affinity for dragons but not much else.

Oddly I've just listened to an episode of an Pathfinder Actual Play (Rusty Quill Gaming) that had a Kobold funeral in it.

Essentially the rites revolved around fire. The remains were placed on a pyre, each person who knew or wished to remember the deceased would share a memory and place a lit taper to the pyre, and their combined flames would consume the body, which would burn from within once the pyre caught.

It wasn't in a Golarion setting, so might not be paizo lore accurate, but it was an emotional moment.

Finster Dexter
Oct 20, 2014

Beyond is Finster's mad vision of Earth transformed.

ZZT the Fifth posted:

A friend of mine has decided to try running a PF2e campaign for my friend group. He's picked up Foundry as well, which is exciting; does anyone have a good list of useful plugins that he'll want to use to run 2e?

Here's a list of modules we run on my friends v10 server for our weekly PF 2e campaign.

Clerical Terrors
Apr 24, 2016

I'm so tired, I'm so very tired
Member of my Gatewalkers group alerted me to this: a long twitter thread by Paizo design manager Michael Sayre on balancing classes from PF1E to 2E, and spellcasters in particular: https://twitter.com/MichaelJSayre1/status/1700183812452569261


Michael Sayre posted:


An interesting anecdote from PF1 that has some bearing on how #Pathfinder2E came to be what it is:

Once upon a time, PF1 introduced a class called the arcanist. The arcanist was regarded by many to be a very strong class. The thing is, it actually wasn't.

For a player with even a modicum of system mastery, the arcanist was strictly worse than either of the classes who informed its design, the wizard and the sorcerer. The sorcerer had significantly more spells to throw around, and the wizard had both a faster spell progression and more versatility in its ability to prepare for a wide array of encounters. Both classes were strictly better than the arcanist if you knew PF1 well enough to play them to their potential.

What the arcanist had going for it was that it was extremely forgiving. It didn't require anywhere near the same level of system mastery to excel. You could make a lot more mistakes, both in building it and while playing, and still feel powerful. You could adjust your plans a lot more easily on the fly if you hadn't done a very good job planning in advance. The class's ability to elevate the player rather than requiring the player to elevate the class made it quite popular and created the general impression that it was very strong.

It was also just more fun to play, with bespoke abilities and little design flourishes that at least filled up the action economy and gave you ways to feel valuable, even if the core chassis was weaker and less able to reach the highest performance levels.

In many TTRPGs and TTRPG communities, the options that are considered "strongest" are often actually the options that are simplest. Even if a spellcaster in a game like PF1 or PF2 is actually capable of handling significantly more types and kinds of challenges more effectively, achieving that can be a difficult feat. A class that simply has the raw power to do a basic function well with a minimal amount of technical skill applied, like the fighter, will generally feel more powerful because a wider array of players can more easily access and exploit that power.

This can be compounded when you have goals that require complicating solutions. PF2 has goals of depth, customization, and balance. Compared to other games, PF1 sacrificed balance in favor of depth and customization, and 5E forgoes depth and limits customization. In attempting to hit all three goals, PF2 sets a very high and difficult bar for itself. This is further complicated by the fact that PF2 attempts to emulate the spellcasters of traditional TTRPG gaming, with tropes of deep possibility within every single character.

It's been many years and editions of multiple games since things that were actually balance points in older editions were true of d20 spellcasters. D20 TTRPG wizards, generally, have a humongous breadth of spells available to every single individual spellcaster, and their only cohesive theme is "magic". They are expected to be able to do almost anything (except heal), and even "specialists" in most fantasy TTRPGs of the last couple decades are really generalists with an extra bit of flavor and flair in the form of an extra spell slot or ability dedicated to a particular theme.

So bringing it back to balance and customization: if a character has the potential to do anything and a goal of your game is balance, it must be assumed that the character will do all those things they're capable of. Since a wizard very much can have a spell for every situation that targets every possible defense, the game has to assume they do, otherwise you cannot meet the goal of balance. Customization, on the other side, demands that the player be allowed to make other choices and not prepare to the degree that the game assumes they must, which creates striations in the player base where classes are interpreted based on a given person's preferences and ability/desire to engage with the meta of the game. It's ultimately not possible to have the same class provide both endless possibilities and a balanced experience without assuming that those possibilities are capitalized on.

So if you want the fantasy of a wizard, and want a balanced game, but also don't want to have the game force you into having to use particular strategies to succeed, how do you square the circle? I suspect the best answer is "change your idea of what the wizard must be." D20 fantasy TTRPG wizards are heavily influenced by the dominating presence of D&D and, to a significantly lesser degree, the works of Jack Vance. But Vance hasn't been a particularly popular fantasy author for several generations now, and many popular fantasy wizards don't have massively diverse bags of tricks and fire and forget spells. They often have a smaller bag of focused abilities that they get increasingly competent with, with maybe some expansions into specific new themes and abilities as they grow in power. The PF2 kineticist is an example of how limiting the theme and degree of customization of a character can lead to a more overall satisfying and accessible play experience. Modernizing the idea of what a wizard is and can do, and rebuilding to that spec, could make the class more satisfying to those who find it inaccessible.

Of course, the other side of that equation is that a notable number of people like the wizard exactly as the current trope presents it, a fact that's further complicated by people's tendency to want a specific name on the tin for their character. A kineticist isn't a satisfying "elemental wizard" to some people simply because it isn't called a wizard, and that speaks to psychology in a way that you often can't design around. You can create the field of options to give everyone what they want, but it does require drawing lines in places where some people will just never want to see the line, and that's difficult to do anything about without revisiting your core assumptions regarding balance, depth, and customization.

HidaO-Win
Jun 5, 2013

"And I did it, because I was a man who had exhausted reason and thus turned to magicks"
I find Sayres long threads on the background of PF2es design choices to be fairly illuminating.

Paizo had a team with a number of people who think deeply about RPG design and were willing to do the math, which I appreciate greatly. I know it might not be to everyones taste, but I think it matters when the work gets put in.

SpaceCommie
Oct 2, 2008

I'm escaping to the one place that hasn't been corrupted by Capitalism ...

SPACE!



ZZT the Fifth posted:

A friend of mine has decided to try running a PF2e campaign for my friend group. He's picked up Foundry as well, which is exciting; does anyone have a good list of useful plugins that he'll want to use to run 2e?

Raw PF2e works really well on Foundry, and it might be worth learning to use it with as little module bloat first and then look for modules to solve specific issues that arise (I didn't do this and currently have about 70-80 modules active at all times and I'm slowly trying to refine them down!)

That said my players like Combat Carousel Tracker which adds a combat tracker to the top of the screen. Make sure it's the v11 version by ripper93 not the old defunct version.

Dice so nice gives you 3d rolling dice and dice tray gives you a nice little dice roll calculator by the chat box.

Token Action HUD (there are also old and new versions of this. For the V11 version I think you need both the core and PF2e modules) which adds a quick bar for taking actions. It's decent for players but I find it indispensable as a DM, I don't need to have several character sheets open for all the enemies in a fight, just select the token.

Jb2a and Automated Animations, adds a bunch of cool effects for attacks etc ... (the free version gives you a good amount of animations, but the patron is very good too)

PF2e drag ruler shows you how far you've dragged your token.

PF2e workbench is neat for a few little automation tweaks, but I don't need to use it for much.

Module management+ is good for setting module presets etc ...

Whilst expensive, the Paizo bestiary token set is well worth the money and gives you beautiful tokens for a lot of the creatures.

Most important as you start down the modules route is Find The Culprit which will systematically try to determine which module is causing a specific issue.

EDIT:

Finster Dexter posted:

Here's a list of modules we run on my friends v10 server for our weekly PF 2e campaign.



I always forget Modifiers Matter, but it's great for teaching people how important that minus 1 from their demoralise action was.

SpaceCommie fucked around with this message at 11:02 on Sep 11, 2023

Lamuella
Jun 26, 2003

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


I'd add Pathmuncher simply for the utility of people being able to build characters with a decent character creator then have you import them.

Also PDF To Foundry if you own any of the books on the Paizo website.

Chevy Slyme
May 2, 2004

We're Gonna Run.

We're Gonna Crawl.

Kick Down Every Wall.
gently caress dice so nice; performance nightmare for somebody at every table I’ve played at. Just not worth it.

Arivia
Mar 17, 2011

Chevy Slyme posted:

gently caress dice so nice; performance nightmare for somebody at every table I’ve played at. Just not worth it.

People can individually turn it off if it's causing performance issues for them. Personally having the 3d dice clatter across the screen is that little bit extra verisimilitude I need for it to feel like a pen and paper game, not a computer RPG, so it's a must have.

gurragadon
Jul 28, 2006

Lamuella posted:

Oddly I've just listened to an episode of an Pathfinder Actual Play (Rusty Quill Gaming) that had a Kobold funeral in it.

Essentially the rites revolved around fire. The remains were placed on a pyre, each person who knew or wished to remember the deceased would share a memory and place a lit taper to the pyre, and their combined flames would consume the body, which would burn from within once the pyre caught.

It wasn't in a Golarion setting, so might not be paizo lore accurate, but it was an emotional moment.

Do you have a link to this particular episode? I've never listened to any actual plays but would love to see how other GM's handle more emotional moments.

I ended up leaning into Kobolds draconic heritage and had them want a different funeral based on their scale colors. Since they were blue kobolds, their burial was them having their bones bleached by the sun to remove all moisture, kind of like a sky burial.

The Slack Lagoon
Jun 17, 2008



If a Rogue goes Dual Weapon Warrior dedication, am I correct in reading that Double Slice would do two attacks at full attack bonus? If the target was flat footed, would each attack (if they hit) proc sneak attack?

Still learning the ropes of pf2e after coming from 5e.

e: neverminded, I fully read the description of double slice and says you can only apply precision once.

The Slack Lagoon fucked around with this message at 16:17 on Sep 11, 2023

NikkolasKing
Apr 3, 2010



Question: what is happening in the current lore/story of the setting? Just looking at a few threads on reddit and one speculating about which deity will most certainly die. Where is this event taking place so I can read about it all?

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.

Chevy Slyme posted:

gently caress dice so nice; performance nightmare for somebody at every table I’ve played at. Just not worth it.

Yes there's always somebody at every table trying to play Foundry on their Wish.com tablet; just have them turn it off.

Chevy Slyme
May 2, 2004

We're Gonna Run.

We're Gonna Crawl.

Kick Down Every Wall.

NikkolasKing posted:

Question: what is happening in the current lore/story of the setting? Just looking at a few threads on reddit and one speculating about which deity will most certainly die. Where is this event taking place so I can read about it all?

The next big rules expansion sourcebook ("War of the Immortals") is due out next summer. One of the big narrative flashpoints surrounding that book is going to be the Death of a God, which is what's driving the speculation.

Lurks With Wolves
Jan 14, 2013

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

NikkolasKing posted:

Question: what is happening in the current lore/story of the setting? Just looking at a few threads on reddit and one speculating about which deity will most certainly die. Where is this event taking place so I can read about it all?

In a book/books coming out next year. We know the player-facing book will include the 2e version of mythic rules, two new classes (the Animist and the first Rare class, the Exemplar who has taken on some of the divine scraps and can do demigod poo poo) and a bunch of archetypes and the like that can give you immortality. There's probably going to be an adventure path and a bunch of Pathfinder Society adventures too, maybe a novel if they get that program off the ground in time, but none of that's been confirmed yet.

ZZT the Fifth
Dec 6, 2006
I shot the invisible swordsman.

SpaceCommie posted:

Raw PF2e works really well on Foundry, and it might be worth learning to use it with as little module bloat first and then look for modules to solve specific issues that arise (I didn't do this and currently have about 70-80 modules active at all times and I'm slowly trying to refine them down!)

That said my players like Combat Carousel Tracker which adds a combat tracker to the top of the screen. Make sure it's the v11 version by ripper93 not the old defunct version.

Dice so nice gives you 3d rolling dice and dice tray gives you a nice little dice roll calculator by the chat box.

Token Action HUD (there are also old and new versions of this. For the V11 version I think you need both the core and PF2e modules) which adds a quick bar for taking actions. It's decent for players but I find it indispensable as a DM, I don't need to have several character sheets open for all the enemies in a fight, just select the token.

Jb2a and Automated Animations, adds a bunch of cool effects for attacks etc ... (the free version gives you a good amount of animations, but the patron is very good too)

PF2e drag ruler shows you how far you've dragged your token.

PF2e workbench is neat for a few little automation tweaks, but I don't need to use it for much.

Module management+ is good for setting module presets etc ...

Whilst expensive, the Paizo bestiary token set is well worth the money and gives you beautiful tokens for a lot of the creatures.

Most important as you start down the modules route is Find The Culprit which will systematically try to determine which module is causing a specific issue.

EDIT:

I always forget Modifiers Matter, but it's great for teaching people how important that minus 1 from their demoralise action was.

These short writeups are exactly what I was hoping for, thanks so much! I went ahead and forwarded Combat Carousel Tracker, Token Action HUD, Drag Ruler, and Modifiers Matter to my DM. I'm going to hold off on Dice So Nice because one of our players doesn't have access to their gaming PC for this week's upcoming sesion.

Kyrosiris
May 24, 2006

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



Token Action HUD is the one that I cannot live with out and in fact its absence derailed my group last Friday until the DM got it updated. :v:

NikkolasKing
Apr 3, 2010



Lurks With Wolves posted:

In a book/books coming out next year. We know the player-facing book will include the 2e version of mythic rules, two new classes (the Animist and the first Rare class, the Exemplar who has taken on some of the divine scraps and can do demigod poo poo) and a bunch of archetypes and the like that can give you immortality. There's probably going to be an adventure path and a bunch of Pathfinder Society adventures too, maybe a novel if they get that program off the ground in time, but none of that's been confirmed yet.

Chevy Slyme posted:

The next big rules expansion sourcebook ("War of the Immortals") is due out next summer. One of the big narrative flashpoints surrounding that book is going to be the Death of a God, which is what's driving the speculation.

Thanks for the information. So I got some time before any of this exactly happens or I can read about it, anyway. Cool beans.

I've also heard Alignments are gone now? What are they replaced with?

sugar free jazz
Mar 5, 2008

NikkolasKing posted:

Thanks for the information. So I got some time before any of this exactly happens or I can read about it, anyway. Cool beans.

I've also heard Alignments are gone now? What are they replaced with?

good/evil is just replaced by holy/unholy tags and law/chaotic is kaput

good/evil is basically still there tbh

Chevy Slyme
May 2, 2004

We're Gonna Run.

We're Gonna Crawl.

Kick Down Every Wall.

NikkolasKing posted:

Thanks for the information. So I got some time before any of this exactly happens or I can read about it, anyway. Cool beans.

I've also heard Alignments are gone now? What are they replaced with?

Alignment is being removed as part of the remaster for the core rules, due out in November. (New content since last months Rage of Elements is also being printed with this in mind, and also disregards alignment)

From a mechanical standpoint, the main impact is in the way clerics handle heal/harm fonts and divine good/evil damage and monsters that deal or are weak to these. For the most part, good/evil damage is being replaced by “Holy/Unholy” damage as a straight one to one. (Positive energy/negative energy are also being renamed Vitality and Void.) For clerics, they will have an option to “Sanctify” their actions/spells, and, based on their deity of choice, do holy/unholy things as a result. (Or to not sanctify and do something more conventional, like fire or whatever depending on the spell).

From a roleplaying perspective, clerics/champions have always had Edicts and Anathema baked into their characters - things that they are sworn to do or not do. That idea is being expanded and encouraged for all characters. Various class, background, and ancestry options will all include some suggested ideas for edicts and anathema, and players are encouraged to think of a few for any character as a basic framework for the moral and ethical ways in which that character interacts with the universe.

Lurks With Wolves
Jan 14, 2013

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

NikkolasKing posted:

I've also heard Alignments are gone now? What are they replaced with?

Nothing, really. Alignment was kind of vestigial in 2e anyway.

Actually, that's an oversimplification. For alignment as a social/RP tool, they're just taking it out because the existing edicts/anathema nomenclature for gods already gives people the kind of framework they'd want as a guide for the classes that actually cared about alignment. For alignment as a damage type, it's being replaced by two new damage types. I forgot the exact names, so let's just call them positive and negative damage. This sounds like a minor change, but it's a big deal because alignment damage could only hit enemies with the opposite alignment and it meant that basically all of the damage spells divine spellcasters got were needlessly fiddly. Positive and negative damage can hit anyone, the same as fire or acid.

Lamuella
Jun 26, 2003

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


gurragadon posted:

Do you have a link to this particular episode? I've never listened to any actual plays but would love to see how other GM's handle more emotional moments.

I ended up leaning into Kobolds draconic heritage and had them want a different funeral based on their scale colors. Since they were blue kobolds, their burial was them having their bones bleached by the sun to remove all moisture, kind of like a sky burial.

The wiki on the episode is here, with a link out to the episode.

https://rqg.fandom.com/wiki/RQG_178_-_Frost_and_Fire

Basically, to give content notes but not spoilers, this is the aftermath of Something Bad happening, where several characters died (was random, could have been anyone, turned out to be NPCs including one very plot relevant NPC). There was a resurrection ritual, but it depended on the characters wanting to come back, and one of them didn't. So there's a lot of grief related stuff, but handled in quite a gentle way.

The funeral section begins at about 43:00. I misremembered and the kobolds are lighting the pyre with their breaths, not with tapers.

SpaceCommie
Oct 2, 2008

I'm escaping to the one place that hasn't been corrupted by Capitalism ...

SPACE!



ZZT the Fifth posted:

These short writeups are exactly what I was hoping for, thanks so much! I went ahead and forwarded Combat Carousel Tracker, Token Action HUD, Drag Ruler, and Modifiers Matter to my DM. I'm going to hold off on Dice So Nice because one of our players doesn't have access to their gaming PC for this week's upcoming sesion.

Good luck to your DM! Foundry is a lot of fun, and I've wasted hours setting up some more complex maps (that the my players then ignore to go elsewhere). The integration with PF2e is really well done and the Paizo official adventure modules are a delight to run as a DM.

If they want to really get stuck into Foundry I've found the Baileywiki YouTube channel is quite good for showcasing of some of the more advanced modules, though they do a lot of stuff with the 3D canvas module that I don't use.

Lamuella
Jun 26, 2003

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


If you have DungeonDraft, you can import all the lights, doors, and walls on your map into Foundry directly, which also saves a ton of time.

KPC_Mammon
Jan 23, 2004

Ready for the fashy circle jerk

ZZT the Fifth posted:

These short writeups are exactly what I was hoping for, thanks so much! I went ahead and forwarded Combat Carousel Tracker, Token Action HUD, Drag Ruler, and Modifiers Matter to my DM. I'm going to hold off on Dice So Nice because one of our players doesn't have access to their gaming PC for this week's upcoming sesion.

Combat Carousel is really neat but I ended up disabling it because it was a performance hog and caused Foundry to run much worse for some of my players. If you are worried about Dice So Nice I'd skip it as well.

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3 Action Economist
May 22, 2002

Educate. Agitate. Liberate.

KPC_Mammon posted:

Combat Carousel is really neat but I ended up disabling it because it was a performance hog and caused Foundry to run much worse for some of my players. If you are worried about Dice So Nice I'd skip it as well.

Yeah I love the look of Combat Carousel, but it lags the poo poo out of our game when we start combat/roll initiative, so I turned it off.

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