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Megaman's Jockstrap posted:It's true though. Dorkness Rising, and literally in the Wiki they say "they took 'artistic licensing' with feats and abilities and class features". Which of course means it was bullshit, but he remembered it and was like "D&D3.5 is a good system! It lets you be the smart fighter!" Pernicious propaganda imo. https://www.youtube.com/watch?v=nDCVSkiXL0Q Mirage posted:Does this guy also understand that losing that extra +2 in his primary stat also reduces his ability to get critical hits in most of his class-based actions by 10%? Pathfinder's die-rolling rules make +1's and +2's a lot more important than they were in D&D. Megaman's Jockstrap posted:That's not what he's doing. He wants to cast spells and those use his CHA. He literally made a Bard that's pretty bad at Bard'ing TTRPG marketing really loves to stress the flexibility of choice, and minimize how players do actually have to funnel themselves into a role and commit, and it leads to scenarios like this. Lots of "I don't want to be vanilla Dad I want to be myself." Glad to have started in on Pathfinder 2e though, because while it does take some more orientation, so far it feels much more supportive as a whole. Going to run a one-shot with prebuilt characters with players of varying experience (decades to first-timers) and seeing how they do with it.
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# ¿ Feb 19, 2023 00:28 |
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# ¿ May 15, 2024 07:55 |
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I've got players who may be interested in the Extinction Curse Adventure Path. Has anyone run any of those? I'm curious to hear any thoughts on them. The primary appeal of being a circus troupe is great but I'm still deciding on which Path to eventually take some players down, and it's pretty hard to argue with Path of Thousands or Outlaws of Alkenstar.
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# ¿ Feb 19, 2023 00:39 |
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M. Night Skymall posted:I haven't run it, but pretty much any time it comes up the first thing anyone says is that the circus rules aren't good, and the circus is kind of phased out very quickly, then you're just a party who used to be in the circus roaming around golarion saving the world. I hear it's not bad, just doesn't actually live up to the circus theme very well. I played books 1-5 of Strength of Thousands and thought it was great, a little "incrementalism, actually how you save the world" at times for my taste, but still good, and the mwangi expanse is a cool continent with a great lore book and you do get to sort of wander all over it. I wanted to run Alkenstar but the DM discussions on it are full of people talking about trying to fix it and not how great it is, which does not make me enthused. The idea is awesome though. Yeah reading up on the books that was the vibe I was getting, for both Extinction Curse and Strength of Thousands. Will have to figure out a good way to browse and dig into Paths before purchasing, because I do want to buy them but after getting burnt by 5e campaign books just... sucking a butt, I'm no longer leaping without a good look.
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# ¿ Feb 19, 2023 03:45 |
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drat some hot ball-breakers here
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# ¿ Feb 19, 2023 08:15 |
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impossiboobs posted:I'm about to hop on to a voice call with my Extinction Curse group for our final session. We've played from level 1 to 11, and we're at the point where the module isn't much fun anymore. The circus rules are really dumb and we ended up ignoring them after 2 circus events, which made things much better. Part one was actually lots of fun, and being circus folk allowed us to play sillier characters than usual (except for one player who was the "straight man" and ended up being the accountant for the circus). Part two started to get a bit complicated, with us dealing with city politics a bit more, but then part three seemed like it lacked direction. Part one and two were tied closely to the circus and our personal connections to other people/places. Our motivations made sense, especially since we were dealing with things that were impacting our circus. Part two starts to lose focus, and part three seems completely detached from where we started, as we're trying to run a circus and keep that going, but then our attention is constantly being drawn elsewhere, and it's like "why is this group of carnies* travelling around Golarion and influencing powerful people?". We end up not being able to spend much time dealing with the circus so we feel like we're being forced to prioritize saving the world when our characters were built to keep a circus going. That's what they really want to focus on. Thank you so much for this insight. That was the impression I was getting. I'll look up the circus rules to see why they're finnicky, because yeah the core appeal of why anyone in my party would want to run it is circus-related. Maybe with modification. I've been stuck for literally 2 years in the absolute slog that's become D&D5e's Rime of the Frostmaiden, which ended up being so much extra GM work on my part to tie everything together as a narrative that we agreed as a party to wring every penny of enjoyment out of the campaign, and then my party proved to be extra slow at moving-- they're one of those groups that have the heart but they get disoriented easily and overthink things like "I want to use the rope to climb up to the next floor" no matter how many times I explicitly and kindly tell them they can just do it. My hope is that Pathfinder 2e's rules will make everyone, myself and them, feel more mechanically supported so there's less lock-up about options they can take. quote:*I know it's because we're like selected by Arodin and have the blessing from the tower, but it's still weird!
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# ¿ Feb 19, 2023 16:52 |
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This makes sense. It's a system where the tiers of difference are significant. A player should focus on their character being effective even if they're not min/maxing, or working a deliberately flawed character concept. Or in other words: Be an active participant at the outset and embrace the strengths the rigidity of the system gives.
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# ¿ Feb 19, 2023 17:53 |
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Megaman's Jockstrap posted:Got a text last night and the 14 CHA Bard is now 18 CHA. "I always play intelligent characters" was the real reason btw. That's why all the blah-blah about character motivation didn't make any sense. This guy thinks he has to be a Big Brain in every setting. I'm a little disappointed in him because all his big "explore the system" crap was just cover for him playing a high INT bard (exactly what he plays in 5e) but whatever. At least he's not playing a garbage pile. That's a big reason WotC's 5e strategy was able to court every casual person who wanted to make an superhero version of their MBTI persona to play for an evening or two. Pathfinder 2e assumes you already have enough social firmament to be able to look at the whole and commit yourself to growing within a structure, and that you actually want to participate and not just show up, sip some wine, flirt with your crush, and occasionally roll a d20 when some nerd tells you to. That modality is totally valid and what 80% of all customers want to do, and Pathfinder 2e certainly allows that but it doesn't make people feel like they can. gurragadon posted:Well, I mean if 10 is "average" intelligence then 18 intelligence would be somebody with superior intelligence, right? To me the stats do represent your baseline potential in stuff. Your skills are how you spend your time, like if you spent your time studying books on a million topics you would take a bunch of lore skills. Or if you spend your time picking pockets and opening locks you would take thievery. In Pathfinder actual character investment that your character has made is determined by Feats and Skill Levels (Untrained, Trained, Expert, Legendary). quote:I'm not familiar with Conan besides knowing that the stories exist, but in that quote he doesn't seem cunning or clever, he seems uneducated. mind the walrus fucked around with this message at 20:24 on Feb 19, 2023 |
# ¿ Feb 19, 2023 20:16 |
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gurragadon posted:So Conan is somebody who lacks a certain mental discipline to learn things unless they interest him? That sounds like a character with high strength, charisma, a decent dexterity and an ok wisdom who specialized in the skills of athletics, intimidation and thievery. I don't see how I could say he has a generally high intelligence based on this description. Just because you have a lot of knowledge in one area doesn't indicate overall intelligence. Megaman's Jockstrap posted:Now rightly you're saying "well doesn't that overlap with skills a whole lot" and the answer is yes, they've basically created nothing more than another level to the skill system. That's why ability scores are stupid. They're stupid if they're your "genetic potential" because that can't be modelled by 6 variables and is a stupid fool's errand, and they're stupid when they're "what your character is doing" because yeah we have a skill system, but oh well. We're stuck with Big Daddy D&D's shadow all over everything.
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# ¿ Feb 19, 2023 20:49 |
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Megaman's Jockstrap posted:I think this keep getting missed (and that's understandable) but he wants to cast spells a lot. As a Bard, his Charisma sets all the spell DCs and effects, not his INT. So, he was going to be a genuinely low end spellcaster who also could make an ok (16 DEX) shortbow attack. It was a bad character. Yup a campaign designed with solutions for an INT Bard works, but if the Player or GM wants a caster Bard and that stat is low... I mean idk what that dude thought was going to happen
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# ¿ Feb 19, 2023 22:18 |
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Vanguard Warden posted:I mean I'd say your specific example has a lot less to do with that as opposed to the Wisdom/Intelligence divide always being a stupid concept. The distinction has always been this odd and nebulous thing that's difficult to explain. "Intelligence is knowing that a tomato is a kind-of fruit. Wisdom is not putting a tomato into a fruit salad." It's never been difficult. quote:It doesn't even make sense within the game. Clerics are powerful at channeling the powers of their gods when they have a lot of... 'street smarts'? Not their force-of-will and faith in their deity? The ability score should've just been Willpower or something similar, as it is Will is the only saving throw that isn't a direct synonym for the ability score its derived from.
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# ¿ Feb 20, 2023 00:48 |
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Vanguard Warden posted:Actually, in PF2 knowing that a tomato is a fruit would probably be Nature which is Wis based, while knowing not to put it in a fruit salad would probably be Cooking Lore which uses Int. Pathfinder 2e, like all TTRPGs, is a Game and thus a social system where the mechanics exist to service social activity, not the other way around. Or one might even say, the difference between intellect and wisdom.
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# ¿ Feb 20, 2023 01:59 |
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ZenMasterBullshit posted:Have the wisdom to not post like this.
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# ¿ Feb 20, 2023 02:13 |
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Jen X posted:I think the main issue with casters is that learning enemy saves is a nightmare to do RAW and everything else is a consequence of that That's my big concern right now. About to run my first one-shot in 2e (and PF in general) and calculating DCs and saves seems very intimidating on the DM side. Like it looks doable, but you have to be absolutely on top of your poo poo and I'm not sure how to cheat sheet it for quick integration that doesn't disrupt narrative flow.
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# ¿ Feb 25, 2023 00:51 |
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The AI hype cycle is loving tedious but he's right. It's not going to get better. Artists/writers of every stripe have to start adapting now because the bottom levels are only going to get harder to live in. I'm not buying the idea that in 5-10 years we'll all be living on Moon World because that's always the promise and it's always bullshit, but it is true that Pandora's Box is open and everything now is some level of dealing with it. And yeah it will make entering the field of self-publishing a lot easier, because as much as we all hate to admit it the bar for "good enough" with art for most consumers is a lot lower than we'd like it to be. Who cares if it all looks like shaved ballsack made out of septic tank refuse? It's cheap and easy and looks good enough. What I want to know is what sorts of text garbage rules are going to happen-- if it's not out there already someone will definitely be posting a "We played a TTRPG made entirely by rules from an AI!" soon.
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# ¿ Mar 2, 2023 03:58 |
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Boba Pearl posted:Not to carry on this derail, but I would like to lie a ton about poo poo I know nothing about, and prove why everyone hates artists. Boba Pearl posted:Maybe you should have learned to do a job that pays instead of whining about how other people make art? No-one's lamenting failed twitch streamers because they don't get to sit around and play video games for a living. Sorry your hobby isn't marketable. --there it is. Nothing says "I am worth loving" like being a callow bully and sniping when people (correctly) point out that the AI hype train is another in a long line of magic beans and attempts to manufacture a gold rush that will eventually settle the gently caress down. I was being even-handed earlier but seriously get a hobby. I hear Pathfinder 2e can be nice. -------------------------- I finally ran "A Fistful of Flowers" and while the newbies struggled, I chalk that up far more to their complete unwillingness to read up on the cheat sheets I sent them and not an actual problem with the system. Ran very, very smoothly once we got it going. I'm already queuing up "Little Trouble in Big Absolom" for some other newbies, although we'll probably have them create their own Kobolds.
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# ¿ Mar 2, 2023 14:45 |
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Thaumaturge itself has a first level feat for reloading specifically right? Could pair well with Gunslinger archetype.
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# ¿ Mar 13, 2023 00:43 |
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yeah rule of thumb is to tune the encounters down at first and have some backup monsters ready to come in to escalate the encounter if need be. In a worst-case you can always juice the HP blocks
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# ¿ Mar 19, 2023 01:58 |
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Rescue Toaster posted:Oof. I've got a player who seems to have decided that wanting to play an evil character is their hill to die on. So I'm either dealing with that bullshit the whole time or someone being resentful about me putting my foot down. GMs are always in higher demand than players. Own that and keep the foot down. Maybe offer to run an evil one-shot as a consolation if you're exceptionally nice.
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# ¿ Mar 21, 2023 23:34 |
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Rescue Toaster posted:I don't think the guy is aiming to create unnecessary conflict with the other players, but also can't really articulate exactly what he's going for other than character being kind of a selfish rear end in a top hat, so... You. Can. Say. No. Harold Fjord posted:And if they end up killing him for robbing them that's a perfectly fine way for him to learn that lesson
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# ¿ Mar 22, 2023 03:17 |
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This isn't quite a mechanical question, more of a conceptual one. I'm rewriting "Little Trouble in Big Absolom" to utilize flavor from the Dark Archive. The granny who is blind and doddering will now be putting on an act as a Secret Society member. The party will encounter a cryptid in the basement as a sub-boss and as an optional encounter in the second half. A fungus Leshy will now be a Grindywort as a sort of sad tragic figure. The thing is I can't quite think of a good concept to end it. In the original the party of Level 1 Kobolds are tasked with getting a Hedge Trimmer from a nearby house, and have to fight 4 "Lawn Crayfish" at the end. I'm obviously rewriting the Hedge Trimmer to be a spookier item-- probably a "Cloak of the False Foe" as a lure Granny uses to get them killed-- but what kind-of monsters are good for Level 1 Kobolds? The cryptid is one of those "rumored" Cryptids that doesn't like to be seen or noticed much, so the enemy needs to be a more vicious prowling type of thing. I looked through the first 2 Bestiaries and nothing jumped out at me. Wracking my brain to have a concept I can flesh out mechanically. Hrm. mind the walrus fucked around with this message at 22:44 on Mar 25, 2023 |
# ¿ Mar 25, 2023 22:42 |
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KPC_Mammon posted:I'd be hesitant to replace that enemy. They are really slow and hit like a truck. In a stand up fight they will obliterate the party. After one of our kobolds was downed in a single round we realized we weren't playing 5e and kicked their rear end by properly using 2e's three action economy. Oh I'm making two versions, essentially. One that's run as-is for newbies, and one that is for these particular players who are more experienced in 5e and very specifically want to experience things like PF's Witch, Thaumaturge, Investigator, Inventor, etc. I decided on Psychopomps-- a Nosoi and 3 NPCs with the Secret Society bonus. It'll be fun!
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# ¿ Mar 26, 2023 00:25 |
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Rescue Toaster posted:I mean I don't think you're wrong. As I'm learning the pf2e rules I'm getting annoyed by the things that are referenced in only one direction, if you will. I can't find anything about the potency rune or etching process says it becomes a "Magical Weapon". Clearly based on this it does, assuming you know specifically to search for Magical Weapon instead of looking anywhere in the runes or crafting. Just annoying to me. quote:Four fundamental runes produce the most essential magic quote:I still think it's vague about weapons and attacks and damage and what is actually carrying the trait that affects the resistance/weakness. You yourself say 'if it is a magical weapon it is doing magical damage.' Please define 'magical damage'. quote:Ghosts and other incorporeal creatures have a high quote:Are you implying that magic damage is a type? quote:Or are you implying that damage can carry a literal trait? quote:Or is it that the attack that carries the trait? quote:Do weapons always imbue all their traits to the attack, and the attack always imbues all its traits to the damage? quote:Where does it say this? This is derived from the understanding of one of the common, intended paths for resolution of conflict (e.g: combat) and a transitive extrapolation of how damage works from weaponry we have real world reference for (see: the hammer swing in the paragraphs above), with clear exceptions delineated where relevant. For the case of Magical Ammunition-- between the way ammunition is described to have unique magical properties decoupled from its source of emanation-- p. 80-83 of the 2nd Edition Treasure Vault or p. 168-171 in 2nd Guns & Gears with the Magical Trait; the way Spellshot, Beast Gunner, and Eldritch Archer are Archetypes described to have unique effects on ammunition with abilities that have the Magical Trait on p. 140-141 and p. 130-131 of Guns & Gears and p. 172-173 of the Advanced Player's Guide; descriptions of Runes imbuing Weapons with the Magical Trait (p. 580-581, Core Rulebook) and the way that ranged weapons across all sources lack the Magical Trait, we can infer that the intended ruleset is to treat regular ammunition gains the Magical Trait when used via a source that possesses the Magical Trait, but does not otherwise. Now I could just be really off-base on all of this as I'm pretty new to PF2e specifically, but based on my understanding TTRPGs and referencing these sources, this seems to be the designed intent. Of course it could always be ruled elsewise, as is the prerogative of any GM for any reason.
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# ¿ Apr 1, 2023 20:56 |
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Brand entropy only gets so far and in the real world the Red Ampersand isn't cool, it's just stylish
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# ¿ Apr 1, 2023 21:07 |
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Been there. No matter how obvious it is that something will use a breath weapon in a cone, no matter how experienced the players are, they'll still panic and line up like ducks because "I'm thinking about how being here will make the next round better."
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# ¿ Apr 2, 2023 03:05 |
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Coming from D&D5e the way some players will try to hatchet skill checks over and over until they get useful intel on their opponents and circumstances are definitely a thing, so I appreciate PF2e's attempts to square that circle. I think it's a good job overall, especially because unlike D&D5e you have far clearer options and information to share. pumpinglemma posted:I like the Rules Lawyer’s rule on this - a recall knowledge success means you get the name and basic fluff, plus the answer to one question (e.g. weakest save, does it have an opportunity attack). A critical success means you get two questions.
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# ¿ Apr 3, 2023 21:55 |
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Opened up the Demiplane Alpha Character Builder. Aside from expected roughness from being an alpha where it's rather slow in loading, overall my impressions are very favorable. Spell lists in particular are very good, and it fixes the big problem from DNDBeyond and other character builders with an elegant hybrid of "here is each step you have to take" and "overwhelming amount of noise." But it's still got a lot of cooking to do. I especially want them to retool how to add equipment because as it stands it's the exact same "tiny sidebar hope you know exactly what you're looking for already" nightmare that is the DNDBeyond inventory. Given how much more important/impactful items are in PF2e-- good lord they need to make that a priority before even Beta launches. There's also some hiccups if you pick a Feat that requires you to "double back" and say-- grab another Ancestry Feat-- and the Feat Lists definitely need filters, but I really am encouraged by the foundation set up. Optimize the speed for players and make it zippy, and really fine-tune the use and it would easily be the best builder I've seen so far.
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# ¿ Apr 5, 2023 01:14 |
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pumpinglemma posted:Admittedly I’m new to the system, but it feels to me like if you have a character concept then the system is rich enough that there’s probably a way to turn it into a viable character (especially with free archetype), and any two characters from a given class will feel incredibly different from each other even before bringing in ancestries and archetypes. Also, there seems to be a pretty huge feat selection and especially at higher levels those feats often do really cool things rather than “+1 to number”. For me a lot of that was there in 3.5e from the sheer variety of available classes, but was totally missing in 5e - in that system it always felt to me like I was picking one of ten pregens with minor variations, feats were scarce, and often the same feats were optimal for every character (like lucky). 5e always seemed most concerned with getting people at the table long enough for promo shots and the rest was "eh you can figure it out you're smart." AnEdgelord posted:The higher quality of published adventures is also a big draw for me as well. Even the good 5e adventures like Curse of Strahd are usually laid out a lot worse than their Pf2e equivalents and are generally harder to read
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# ¿ Apr 12, 2023 01:02 |
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Jarvisi posted:Anyone have any experience navigating VTT content creators? I've looked at a couple of battlemap creators and they all require not just a Patreon sub but also subscribing to something called Moulinette. This is all just way too much hassle for pretty maps Captain Oblivious posted:That’s fair. I am mostly coming at it from the perspective of more multiple enemy fights at the moment. You might think "oh a -2 to AC isn't that much" but remember that in PF2e a -1 or -2 increases the chances of getting a critical success on a roll significantly (a -1 increases by about 10%, but I suck at scaling so don't ask me what -2 does), which is great whether you're trying to induce damage or an effect of some kind. ----------------------------------------------------------------------- I just got my new Adventure Path book for the month and while I need to dig in to set it up for future campaigns-- have a few things to go through first-- I am really excited that there's a high level Fey-oriented campaign. The cards seem varied and interesting, and The Harrow Court is a very interesting setting. Also loving the time spent in the Grand Bazaar just to start.
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# ¿ Apr 12, 2023 14:29 |
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Enos Cabell posted:This is definitely up there for dumbest looking armor I've ever seen. I like it because Fey bullshit is by definition Fey bullshit and you want a degree of "oh come on" to the proceedings.
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# ¿ Apr 12, 2023 17:48 |
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Big Mouth Billy Basshole posted:Thaumaturge question: on a successful exploit weakness do you learn the value of the target's highest weakness? In the crit success description it specifically calls out that you learn the appropriate values but that wording isn't in the success description. I don't have the wording in front of me but that was my interpretation-- on a successful exploit weakness the GM can share the highest or most relevant weakness to the player, unless that GM is a dick.
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# ¿ Apr 14, 2023 00:00 |
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the_steve posted:This has probably been asked a million times before, but, what's a good adventure path for an inexperienced DM who is bad at it? Like, what's newbie friendly? Beginner's Box and the Free RPG day sets-- Little Trouble in Big Absolom, A Fistful Of Flowers, and Threshold of Knowledge are all also very good and clearly designed to walk absolute neophytes through the process. I've run two of them and they both play really well with newbies and give GMs a good variety of taste for various things your average Adventures will have.
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# ¿ Apr 14, 2023 00:02 |
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LukasR23 posted:And Thankfully this isn't 5e, so you don't have to homebrew fifty million things to cover for gaps in the ruleset. LukasR23 posted:Generally it's best to stick with what the book recommends. Back to the subject of picking classes or backgrounds very far afield of what the Adventure Path suggests-- you're signing up for an adventure to be Blood Lords or Circus Performers or Paranormal Investigators or Magic Students. If those concepts aren't appealing to you to create a character in that vein, then you need to communicate with the GM to run something else or open up your mind a bit to the possibilities. PF2e is a game that really rewards you for "coloring inside the lines" but leaves a lot of space within those lines for expression. It's a different, more trusting mentality. The fun thing I've noticed is that once players accept like "Ok so I'm not making my Barney the Hedgehog OC or if I am he has to fit this game's Pirate theme" they realize very quickly that Pathfinder is very supportive and gives them way more wiggle room to be themselves than they thought they had.
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# ¿ Apr 19, 2023 23:03 |
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Re: Extinction Curse I always get the impression people were expecting a Circus-driven adventure versus an adventure where the players happen to drive a Circus. Small difference but it explains a fair bit.
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# ¿ Apr 20, 2023 13:42 |
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I actually bothered to spend money on the CRB, APG, GMG, and such in the past few months and I am stoked. It's good to have a new jumping on point for new players and to be able to be even more stand-alone from WotC because seriously gently caress WotC.
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# ¿ Apr 26, 2023 23:04 |
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gurragadon posted:Getting rid of the ability scores and just making them modifiers makes sense, scores really aren't used for anything, and you don't roll stats in pathfinder 2e anyway. Blockhouse posted:people on the paizo forums are apoplectic about alignment being removed not understanding that this doesn't radically alter the cosmology of the setting ------------------------------------------------------------ I'm gearing up to run two groups-- one Extinction Curse and one Stolen Fate. Anyone who played in or GMed either of those have any recommendations? Mostly new players, but some 5e experience and everyone's on-point. mind the walrus fucked around with this message at 02:38 on Apr 27, 2023 |
# ¿ Apr 27, 2023 02:35 |
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Mister Olympus posted:I've talked about Extinction Curse before, and what I said holds up: You want your group not to care too much about the idea that their characters want to be circus people forever. The module really wants like, unlikely young heroes with troubled pasts who ran off to join the circus rather than blungus the magnificent honklord who, when hearing about a wizard plague, probably just goes "you should report that to the good wizards idk i'm a clown" Thanks all of that sounds completely workable from my end. I had already picked up on the colonial backwash that it wasn't really going to engage with properly and have adjusted NPC/locations/plot details to be a little less "Glenn Goodman" and "XiphotataclickshopavichZhang: The Foreign." I hadn't done much more than Book 3 on prep so I'm hoping it's easy enough to adjust, but given how easy it was to turn "Little Trouble in Big Absalom" into a Session 0 for the Dark Archive I feel weirdly confident about being able to wrangle something a little less neolib about of the whole affair. It can't be any worse than Rime of the loving Frostmaiden holy poo poo that one was bad. We finished that one out of spite for the spackle and elbow grease it took to wrangle a cogent narrative from its uncooked pages. Thank you for the info about severe solo encounters. So far my players are building Summoners, Gunslingers, Psychics, etc. so that sort-of thing is on my mind. What can I say? I don't attract players who like a good scrap. I attract players who prefer gimmicks and being in the back line so to speak. The Golux posted:Hmm... Some of the things they're talking about sound decent, some I'm not a huge fan of... And losing a bunch of classic monsters and spells/magic items (even if redesigned alternatives exist) could be a bit rough. But I understand the legal reasons they're doing it.
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# ¿ Apr 28, 2023 10:38 |
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gently caress yes. If it's in the vein of Kingmaker/Wrath of the Righteous with 2e rules that could be very good.
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# ¿ Apr 30, 2023 17:23 |
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Aw. I mean I'm not *un*happy with it, I'll play it if it's on sale, but like... yeah this isn't what I hoped for and I won't be backing it. No disrespect though.
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# ¿ May 2, 2023 00:45 |
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Dungeon Meister posted:I haven't played 2e yet, but I'm curious about the way you take up to three actions on your turn. It sounds like a fun, versatile mechanic, but I was wondering if it slowed combat down or caused balance issues. What's everyone's experience with it? Lamuella posted:If you know what you're doing with it, it can free up players and enemies to do more interesting things, including non-combat encounter interactions with consequence. Depending on your players you may have to break them out of "OK, so I attack, I attack again, and... I attack." 3 Action Economist posted:Looks like we're getting a book next year with 6 new ancestries, including minotaurs and centaurs. Absolutely loving the Concert Frog. ------------------------------------------------------------------------------------------------- I'm running my first Stolen Fate session soon. Nervous but also very excited. So far it's an enjoyable Adventure but I've never run anything this high level, and 50% of our party is brand new to TTRPGs. Going to be a hell of an experiment.
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# ¿ May 13, 2023 00:47 |
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# ¿ May 15, 2024 07:55 |
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Finally ran "Stolen Fate" last night and it went decently. The total newbies picked up fairly quickly, but unfortunately the Ranger had picked a build that was 100% ineffective against the opening monsters. Two of them caught Ferrugon tetanus from attacks so that'll be fun to have them blossom. I ended up having the Ferrugon bail out because 195 HP with a 10 Physical Resistance meant it was tanking way too much. The Osyluth got straight-up wrestled to death by the enlarged Monk though, who was insistent that she "played the ribcage like a violent xylophone" with flurry of blows and struck the death blow by grabbing the tail to lift the fucker up and then whip them down onto a table. The "Influence" section is going fantastically. They're really loving it. Really looking forward to how it goes forwards. This is so, so much better than previous systems we used, warts and all.
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# ¿ May 16, 2023 01:14 |