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Clerical Terrors posted:Speaking of Stolen Fate: our group barely managed to win the bossfight of chapter 1 of the second book on monday. We went in with our thaum at drained 2 and down a considerable amount of spellslots. It was looking really rough at one point as our thaum was close to going down, and me and the monk got hit by a Prismatic Spray. GM rolled an 8 on my spray and made me both petrified and take a bunch of acid damage, then managed to get confused on the monk, who promptly beat me to death and got a crit on me with a crushing rune. Luckily the sorcerer had been keeping a cast of Shock to the System handy and managed to get me back up, and the concealment from the cloud was just enough to allow me to survive to the next round, so I cast Time Warp and hosed off to the corner of the battlemap to deal with my health situation and possibly set myself up for petrification. But I got lucky on the recovery rolls and managed to get back in the fight, where aforementioned monk had managed to down an enemy by getting extremely lucky on his rolls against Mirror Image and ended up hitting the real one three times in a row, including a crit. After that the battle started to turn in our favor, although I can't help but feel like the GM threw us a bone by having the main spellcaster enemy target all their fort save spells against the thaumaturge, who had the highest will saves and changed every success to a crit success. In our campaign, the End of Book 1 ended up being pretty brutal when Mukradi managed to kill the Monk with "Tear Apart", which they ended up rolling a natural 1 with no hero points remaining. The rest of the area they were a person short and low on resources when Drustan made it back, and managed to thankfully eke out a victory even after Drustan knocked the fighter off of the staircase.
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# ? Feb 29, 2024 17:16 |
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# ? Jun 5, 2024 13:25 |
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Cyouni posted:drat, what loving levels are those? A high save of +25 is a level 12 monster, and +30 is a level 16. Are you sure something isn't misprinted or something? Mister Olympus posted:sometimes things do get some nasty spikes. the final boss of abomination vaults has a 33 spell DC for a level 12 enemy Clerical Terrors posted:Wait, how is the highest spellcaster DC 30? What level is your group at? My group just finished chapter 1 of the second book of SF on monday and we're all level 15 now so my caster DC is 36 with master proficiency. Bear in mind this is a newbie group who had never touched any TTRPG before that still jumped in for a Level 11 adventure, so I wasn't and am still not about to cram my fist up their assholes about optimization for modifiers. This is a group that needed a flowchart to understand "prepared" vs "spontaneous," granted, but they're putting in effort to learn so I'm inclined to be kind. Arrrthritis posted:For the portion of Stolen Fate in question (Ruins of Kho) you're expected to be Level 15 so something might be off with the party build. What are some items that would actually help, and is there an easier way to find them other than combing Nethys or hoping to stumble across it in one of the books?
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# ? Feb 29, 2024 17:49 |
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mind the walrus posted:Yeah they're not at Kho, or even Katapesh; they're about to fight the first salvo from the Prince of Wolves. I'm describing the general trend of the party not being able to feel effective against even common enemies which has felt consistent to the point where modifying the Save values has been an expedient solution. Re: Magic Items, I haven't found any good tools for finding magic items that would be useful (apart from doing exactly that), but for skills anyways the math does help if the players end up getting a +1/+2 skill item in their invested slots. Most players don't have the bandwidth (or time) to casually dig through AoN or the compendium for an item they think would be cool, so I ended up putting a bunch of shops in the Grand Bazaar to effectively have that sort of filter (this shop has potency runes / this shop has items that gives bonuses to skills / this shop has misc. weapon runes, etc.) Since it seems like your party is running with lower max saves in general, lowering the saving throws of the monsters feels like the right call. I ended up implementing a houserule to let players use a hero point to force an enemy to reroll a saving throw they caused for the same purpose (it's badfeels when you use a high level spell or ability and the enemy crit succeeds).
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# ? Feb 29, 2024 18:08 |
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A +20 to will against a spell DC of 30 sounds just about correct? That's a roughly 50% chance to pass, with a 5% chance of both a crit fail and a crit success. That's basically an exactly on level challenge. Given that an actually optimized caster at level 13 would have a DC of 32, those numbers seem pretty correct. Chevy Slyme fucked around with this message at 18:15 on Feb 29, 2024 |
# ? Feb 29, 2024 18:11 |
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mind the walrus posted:Bear in mind this is a newbie group who had never touched any TTRPG before that still jumped in for a Level 11 adventure, so I wasn't and am still not about to cram my fist up their assholes about optimization for modifiers. This is a group that needed a flowchart to understand "prepared" vs "spontaneous," granted, but they're putting in effort to learn so I'm inclined to be kind. I'm going to be honest, if they're still at the level where they're doing things like max Athletics is with Str of +4 and no item at level 14, or casting stat of +3 at level 13, you really should not be starting them with a level 11 thing. Also this isn't even really optimization talk, it's just basic starter things that the book tells you to do. The CRB goes to great effort to tell you to max your core stat, and based on your numbers I can tell your players haven't. Like, this is absolutely a spot where you should have a talk about basic numbers, or resign yourself to applying weak to every single enemy. There's also a possibility they haven't been applying their stat boosts, which would account for some things. Cyouni fucked around with this message at 18:19 on Feb 29, 2024 |
# ? Feb 29, 2024 18:16 |
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It seems like at level 13 the caster only has 3 points in their main casting stat, which is not ideal. There are no items that allow you to bridge that gap, if you don't wanna make that player redo their stats then modifying all DCs to be about 2 points lower is probably your best bet. I'm also wondering if your players are taking steps to debuff enemies so the casters have an easier time. Frightened and Sickened are the easy choices but things like Clumsy, Fatigued, Drained can also help. The system is kinda built around the assumption that, at the level you're at, you will be doing this in combat. Clerical Terrors fucked around with this message at 18:26 on Feb 29, 2024 |
# ? Feb 29, 2024 18:18 |
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Low-level pf2e is still fun and a hell of a lot more approachable than high-level pf2e. I think you did your players a disservice throwing them into the deep end with them not remotely ready.
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# ? Feb 29, 2024 18:39 |
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Clerical Terrors posted:It seems like at level 13 the caster only has 3 points in their main casting stat, which is not ideal. There are no items that allow you to bridge that gap, if you don't wanna make that player redo their stats then modifying all DCs to be about 2 points lower is probably your best bet. quote:I'm also wondering if your players are taking steps to debuff enemies so the casters have an easier time. Frightened and Sickened are the easy choices but things like Clumsy, Fatigued, Drained can also help. The system is kinda built around the assumption that, at the level you're at, you will be doing this in combat. I love them, but you can hear the kind-of table I've got for this one. My other regular table -- also high level, also full of newbies to TTRPGs and PF2e -- is a lot more intuitive, so I do think this is more of a mindset issue and me assuming my players were doing a better job with their characters than they were. KPC_Mammon posted:Low-level pf2e is still fun and a hell of a lot more approachable than high-level pf2e. Chevy Slyme posted:A +20 to will against a spell DC of 30 sounds just about correct? Arrrthritis posted:Re: Magic Items, I haven't found any good tools for finding magic items that would be useful (apart from doing exactly that), but for skills anyways the math does help if the players end up getting a +1/+2 skill item in their invested slots. Most players don't have the bandwidth (or time) to casually dig through AoN or the compendium for an item they think would be cool, so I ended up putting a bunch of shops in the Grand Bazaar to effectively have that sort of filter (this shop has potency runes / this shop has items that gives bonuses to skills / this shop has misc. weapon runes, etc.) quote:(it's badfeels when you use a high level spell or ability and the enemy crit succeeds).
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# ? Feb 29, 2024 18:59 |
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mind the walrus posted:Oh believe me, I'm asking them to do it constantly, but they're still in an unconscious modality of "if it's not damage, it's not anything" each turn Have a bad guy slam one of them with a Slow at some point and then have them say that with a straight face. I was in a level 6 game as a Witch where I did literally zero damage but landed a Slow (failed throw) on the big bad and a heightened Fear (critical failed throw) on their singular minion, and it was the most pivotal poo poo in the fight. E: And I'm not even playing a Resentment witch. If I was, I would've had another three debuffs on the big bad from my party to basically sit there and go "lol yeah that's sticking forever". Kyrosiris fucked around with this message at 19:15 on Feb 29, 2024 |
# ? Feb 29, 2024 19:13 |
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It sounds like the high-level newbies game would benefit a lot from automatic progression rules https://2e.aonprd.com/Rules.aspx?ID=1357
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# ? Feb 29, 2024 19:42 |
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mind the walrus posted:Good to know about item-finding, but yeah I've tried to advertise what shops have what in the Grand Bazaar and the players still bluescreen and then ask me for items that increase STR and INT, followed by me gently explaining that PF2e has almost exclusively items of effects and skill boosts, respectively. One thing that helps massively for item finding, is, if you go to the page for any particular skill on AoN - say, Athletics - and scroll down a little, you'll see a little flip down item for "Item Bonuses for Atlhetics -- Common Items" (and another one right under that for Uncommon/Rare/Unique items). If you flip that out, you'll get a handy list of every item that gives a +x to the skill in question, including a note for whether it's consumable, and another note for whether the bonus is in some way conditional or only applies to certain kinds of checks. So, for your Athletics character, they'll want a set of Armbands of Athleticism, a Spiny Lodestone (if they can cast a spell), or a Sharkskin Robe. Grub Gloves are also a fun uncommon option that introduces a nice little self healing utility.
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# ? Feb 29, 2024 20:05 |
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Chevy Slyme posted:Sharkskin Robe. Disappointed that this one doesn't give a bonus to escape attempts. On account of sharks being so smooth.
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# ? Feb 29, 2024 20:20 |
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One of my GM's answer to the shopping issue was the charming traveling conman/salesman who has a few joke items but also a few legit items. It's a lot easier to break the ice when he offers a bag of weasels first.Arrrthritis posted:In our campaign, the End of Book 1 ended up being pretty brutal when Mukradi managed to kill the Monk with "Tear Apart", which they ended up rolling a natural 1 with no hero points remaining. The rest of the area they were a person short and low on resources when Drustan made it back, and managed to thankfully eke out a victory even after Drustan knocked the fighter off of the staircase. We were in a similar situation, with most of our ressources drained after fighting Arodeth we still explored the top part of the ruin we survived the Mukradi just fine but got kinda clowned on by the next room and some extremely well-executed walls of force and dimension doors. Luckily our GM decided we had the opportunity to retreat without being spotted as soon as we heard the chapter boss arrive, in exchange though he pretty much told us said boss would be prepared for the next fight and likely send for some backup. Unfortunately for Durstan our monk solo'd a demon who seperated him from the group, then came down and beat him up. While our Sorceror got off an excellent Banishment twice and managed to pretty much get rid of his other devils
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# ? Feb 29, 2024 20:21 |
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For shopping I just looked at the shops in Otari, a level 3 town, and made inventory lists. At first I printed them out, but then I just made the google docs public so they can look through during downtime if they want. https://docs.google.com/document/d/1-AcymxS-GjT5q4bpvlIFSUYWt9XIKy8HWQOmQGWjN4E/edit?usp=sharing Now they are in Thuvia, a level 8 town, but they are familiar with pathbuilder now so I just told them if they see a Common item level 8 or less they can assume it is available somewhere in Thuvia. Mostly because I was feeling lazy.
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# ? Feb 29, 2024 20:32 |
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Harold Fjord posted:It sounds like the high-level newbies game would benefit a lot from automatic progression rules Chevy Slyme posted:One thing that helps massively for item finding, is, if you go to the page for any particular skill on AoN - say, Athletics - and scroll down a little, you'll see a little flip down item for "Item Bonuses for Atlhetics -- Common Items" (and another one right under that for Uncommon/Rare/Unique items). Kyrosiris posted:Have a bad guy slam one of them with a Slow at some point and then have them say that with a straight face. Facebook Aunt posted:For shopping I just looked at the shops in Otari, a level 3 town, and made inventory lists. At first I printed them out, but then I just made the google docs public so they can look through during downtime if they want.
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# ? Feb 29, 2024 20:41 |
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mind the walrus posted:Already done, but thanks! Automatic progression rules are meant to replace the bonus from items so they no longer need to find stat items to meet the expected bonus. So those items become "what active effects do you find fun"
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# ? Feb 29, 2024 20:56 |
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mind the walrus posted:Good to know about item-finding, but yeah I've tried to advertise what shops have what in the Grand Bazaar and the players still bluescreen and then ask me for items that increase STR and INT, followed by me gently explaining that PF2e has almost exclusively items of effects and skill boosts, respectively. There's two things that will help for later on (Book 3) that might excite your players. 1) Apex items! Stolen Fate has a ton of them and they will give a +1 to any one of their stats (or raise a stat up to +4, whichever is higher). Granted, that's a full three/four levels from now, but something to keep in mind. 2) There's a card that has a pretty ridiculous bonus The Eclipse, when Epitomized, lets you attempt a will save to get a permanent +1 bonus to any of your stats on crit success on a DC 38 will save. You can only get this bonus once, but that's another way to put the player's math more in their favor. That won't happen until early book 3 though (unless you let the players wander into the encounter a book early) Arrrthritis fucked around with this message at 21:02 on Feb 29, 2024 |
# ? Feb 29, 2024 20:58 |
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Harold Fjord posted:Automatic progression rules are meant to replace the bonus from items so they no longer need to find stat items to meet the expected bonus. Arrrthritis posted:There's two things that will help for later on (Book 3) that might excite your players.
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# ? Feb 29, 2024 21:10 |
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mind the walrus posted:Which is exactly what I asked my party to do! I'm just emphasizing due to the many posts suggesting they make it up with item bonuses to skills.
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# ? Feb 29, 2024 21:25 |
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If they're running APB, and using Athletics as a main skill...then -3 behind the expected norm is really, really bad.
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# ? Feb 29, 2024 21:33 |
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Cyouni posted:If they're running APB, and using Athletics as a main skill...then -3 behind the expected norm is really, really bad. Tell me what to do now.
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# ? Feb 29, 2024 21:42 |
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mind the walrus posted:They're running a Level 14 Monk with a +4 STR, +5 DEX, and chose to use their level 13 bonus for Diplomacy instead of going from E to M in Athletics, along with some Armbands of Athleticism. I'm confused what the armbands and their move speed to climb/swim have to do with it? But yeah, they'll probably want to retrain! Explain to them that you can only be good at so many things and its better to let the [guy who uses charisma] train that.
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# ? Feb 29, 2024 21:49 |
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mind the walrus posted:They're running a Level 14 Monk with a +4 STR, +5 DEX, and chose to use their level 13 bonus for Diplomacy instead of going from E to M in Athletics, along with some Armbands of Athleticism. Level 14 with a +4 stat and expert is a +24, which, against a dc 40 fort save is a rough time to grapple, but, the beauty of athletics is that your monk can choose to target reflex instead by going for a trip. Against a DC 36 from reflex for example, that same +24 succeeds on a 12. And if you can get any kind of other buffs or debuffs going ahead of the roll, you’re in 50/50 territory. Seems about right for “I didn’t make this my top priority but I’m still pretty good at it”. Getting to Master shifts those success chances accordingly and you’ll see some really dramatic swings of course.
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# ? Feb 29, 2024 22:00 |
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Another important aspect is that skill trainings unlock access to harder things to do, that you then don't have the stats to pull off.code:
You want to be good at the hard things you learn to do Harold Fjord fucked around with this message at 22:09 on Feb 29, 2024 |
# ? Feb 29, 2024 22:06 |
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Harold Fjord posted:Another important aspect is that skill trainings unlock access to harder things to do, that you then don't have the stats to pull off. IIRC, the sample tasks refer to the Simple DCs, not proficiencies required to attempt the check.
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# ? Feb 29, 2024 22:56 |
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mind the walrus posted:They're running a Level 14 Monk with a +4 STR, +5 DEX, and chose to use their level 13 bonus for Diplomacy instead of going from E to M in Athletics, along with some Armbands of Athleticism. Put it in Athletics instead, the -1 from Str is perfectly fine. Be good at the things you're mainly focused in, and if they're using Athletics enough that you're calling out the problems with them failing, they're using it a lot. Note that a person with way worse Cha putting it into Diplomacy isn't bad, they just have to have something that the better person can't do. I had a druid tiering up Diplomacy with 10 Cha (compared to my specialist Swashbuckler), but that's fine because it was great when Wild Empathy came into play. Silver2195 posted:IIRC, the sample tasks refer to the Simple DCs, not proficiencies required to attempt the check. This is correct. Sample task of Master is DC 30. Cyouni fucked around with this message at 23:47 on Feb 29, 2024 |
# ? Feb 29, 2024 23:45 |
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Cyouni posted:Note that a person with way worse Cha putting it into Diplomacy isn't bad, they just have to have something that the better person can't do. I had a druid tiering up Diplomacy with 10 Cha (compared to my specialist Swashbuckler), but that's fine because it was great when Wild Empathy came into play. For that matter, there's nothing wrong with making a suboptimal choice because you really like the flavor of it. The problem is that their choice ended up being a lot more suboptimal than they probably realized, and trading a slightly useful skill feat for training in Etiquette Lore or something like that might be closer to how suboptimal they're willing to be as a cool diplomatic monk.
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# ? Mar 1, 2024 00:27 |
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Also that, yeah. If they're using Athletics that often and really wanted Diplomacy at Expert, I'd have one of their other skills as Expert before Athletics.
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# ? Mar 1, 2024 01:01 |
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Greetings. My group is messing around with 2e and after a one shot probably going to be doing a full campaign. For the full campaign I wanted to play a Kineticist but I'm not sure if I should go dual or single gate. I'm not super interested in like heavy charopping or anything but more want to avoid possibly making a decision that I regret later if one of the two options is just head and shoulders superior. Any thoughts?
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# ? Mar 1, 2024 02:13 |
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Cyouni posted:Be good at the things you're mainly focused in, and if they're using Athletics enough that you're calling out the problems with them failing, they're using it a lot. quote:Note that a person with way worse Cha putting it into Diplomacy isn't bad, they just have to have something that the better person can't do. I had a druid tiering up Diplomacy with 10 Cha (compared to my specialist Swashbuckler), but that's fine because it was great when Wild Empathy came into play. Ibram Gaunt posted:Greetings. My group is messing around with 2e and after a one shot probably going to be doing a full campaign. For the full campaign I wanted to play a Kineticist but I'm not sure if I should go dual or single gate. I'm not super interested in like heavy charopping or anything but more want to avoid possibly making a decision that I regret later if one of the two options is just head and shoulders superior.
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# ? Mar 1, 2024 02:34 |
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Ibram Gaunt posted:Greetings. My group is messing around with 2e and after a one shot probably going to be doing a full campaign. For the full campaign I wanted to play a Kineticist but I'm not sure if I should go dual or single gate. I'm not super interested in like heavy charopping or anything but more want to avoid possibly making a decision that I regret later if one of the two options is just head and shoulders superior. Its almost impossible to go wrong with Kineticist (unless you're doing metal against lot of enemies who don't wear metal, in which case you'll be a bit behind). I prefer dual gates with 2 of (water/wood/earth) but single gates are also good
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# ? Mar 1, 2024 03:04 |
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Ibram Gaunt posted:Greetings. My group is messing around with 2e and after a one shot probably going to be doing a full campaign. For the full campaign I wanted to play a Kineticist but I'm not sure if I should go dual or single gate. I'm not super interested in like heavy charopping or anything but more want to avoid possibly making a decision that I regret later if one of the two options is just head and shoulders superior. I think it depends on what gate you're planning on playing and how good the impulse junction is. Air is very good for example, but water/wood were fine so I went dual gate for more variety of impulses right away.
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# ? Mar 1, 2024 03:10 |
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Yeah, I've done a lot of pick-up play with kineticists of pretty much every flavor and they're all great. I think my favorite kineticist I ever saw in play was actually a single-gate Air Kineticist because their impulse junction is nutty. You get free movement before or after a 2+ action impulse or elemental blast equal to half your move speed. They did poo poo like Four Winds to rush themselves and other melee into range of targets and position for flanking, etc. It was wild watching someone be so nimble.
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# ? Mar 1, 2024 03:11 |
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Ibram Gaunt posted:Greetings. My group is messing around with 2e and after a one shot probably going to be doing a full campaign. For the full campaign I wanted to play a Kineticist but I'm not sure if I should go dual or single gate. I'm not super interested in like heavy charopping or anything but more want to avoid possibly making a decision that I regret later if one of the two options is just head and shoulders superior. There isn’t really a right or wrong answer to single vs dual gate in general, but, keep in mind that, after level 5, you’ll get to make a choice that is equivalent to having chosen the other option at level 1, so my advice, in general, is to look at whatever element(s) you’re interested in, and sketch out a build plan up to level 4. If you can see feats you’d be excited to take at every step up to there, you’ll be fine, because at 5 you can reevaluate your choice and decide whether it was a good one or not.
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# ? Mar 1, 2024 03:19 |
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I'm having a ton of fun with my wood/air kineticist in Abomination Vaults. Protector Tree has been an amazing defensive ability, and Four Winds has been great for getting the team in position when combined with my high initiative. I also specced heavy into medicine feats, so I can cover a lot of roles in combat. Feels super great to be extremely useful in a string of encounters, and then end the session without any resource issues requiring a rest.
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# ? Mar 1, 2024 14:49 |
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https://www.youtube.com/watch?v=-Bb0TT7QKsE
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# ? Mar 1, 2024 17:47 |
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Thanks for the responses guys, I'll plan out a build to level 4 and see how I feel looking at it.
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# ? Mar 1, 2024 19:02 |
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What group role does Kineticist fill? It seems like a ranged DPS class like an archer (but with rocks or water jets, etc). I have a player who is thinking about playing one, but I'm not sure if it will fit well with our 4 man comp for Kingmaker. Speaking of which, what is the suggested party composition in general? I was going with Martial/Skill/Divine/Arcane as a base, with one of those classes being able to heal.
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# ? Mar 1, 2024 23:21 |
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Imo it's about to synergies and tactics which is pretty broad. A ranged striker can still have a pet help do flank stuff. A grappler/brawler can keep the big guy away from the casters or setup a curb stomp from other melee. A bon mot from the face to setup occult debuffs that make everything easier for every one. I think someone posted that a very strong group they had usually surrounded a guy with AoOs and tripped him. Harold Fjord fucked around with this message at 23:41 on Mar 1, 2024 |
# ? Mar 1, 2024 23:39 |
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# ? Jun 5, 2024 13:25 |
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Vargatron posted:What group role does Kineticist fill? It seems like a ranged DPS class like an archer (but with rocks or water jets, etc). I have a player who is thinking about playing one, but I'm not sure if it will fit well with our 4 man comp for Kingmaker. They can easily switch between ranged and melee as needed. They only have a d8 hit dice, but most will start with +4 con so their HP is solid. If you have a melee guy who needs someone to flank with they can do that. The real gimmick is the impulses. A handful of not-spells that they have infinite castings per day. Filling a role similar to a wizard or sorcerer, but with an even smaller spell list. Water and wood provide reliable healing. Less than a cleric, but it goes all day. At level 1 Ocean's Balm is one action that heals for 1d8, and you can cast it is often as you want. Wood has a similar thing that does 1d4+1. In either case recipients are immune for 10 minutes. There was a stone kineticist in my game for a while that amused himself by using Igneogenesis to build stone staircases around town. 5 feet of permanent stone whatevers per hour. With a couple days of downtime he could have built a house. The rankings I've seen put Air in S teir for the mobility, damage, and eventually at-will flight and invisibility.
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# ? Mar 1, 2024 23:46 |