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bewilderment
Nov 22, 2007
man what



I am a newbie to Pathfinder 2e but it seems to me that (if you're doing stuff online) just using the Foundry module is easier anyway and lets you do Free Archetype for free.

I gave the Foundry module a shot today and was serious impressed by how much is included. They put in for free basically all the the AP-specific monster stats, for example.

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bewilderment
Nov 22, 2007
man what



Mister Olympus posted:

while i appreciate the effort in throwing out a lot of wildly different campaign premises, it doesn't stop golarion from feeling like a patchwork quilt of campaign pitches with no real coherence

similar to how eberron basically level-gates its three continents

Eberron has four continents though.

Though I suppose you do Khorvaire to start with, Xen'Drik to get the weapons you need to beat up the Quori, then go to Sarlona to beat up the Quori and maybe some Daelkyr on the side.

Argonnessen is the postgame/expansion that's literally "here's where the dragons who machinate their inscrutable plans live, level-gated by really tough seafaring barbarians in the way".

bewilderment
Nov 22, 2007
man what



Thaumaturge is extremely funny as an aesthetic class design.

copied from old post of mine:

average thaumaturge turn
- psychoanalyses you and says you have mommy issues and waves a binky in your face (Personal Antithesis)
- makes a crucifix and an inverted crucifix scissor to make you cringe (divine disharmony)
- hits you while you cringe with their weapon for W+4+halflevel damage while waving the binky around

bewilderment
Nov 22, 2007
man what



appropriatemetaphor posted:

Can someone TLDR what makes p2e so much more complicated/crunchy whatever than 5e?

Because p2e just doesn't seem that complex to me? I've only played Fighter/Rogues so far though.

Like I've got a friend who showed some interest in getting a ttg going, but refused to do pathfinder because it's way to complicated.

Pathfinder 1e was a lot worse because it was based on DnD3.5 which went for a full on "the rules are the actual physics of the game world" approach. PF2e has somewhat inherited this approach but tried to make it more streamlined 'behind the scenes'. This means, for example, that basically nothing is 'per encounter', or 'per short rest'... instead it 'requires a 10 minute activity to recharge', e.g. the Refocus action, or the Repair action to repair a damaged shield.

Otherwise there's a couple of big differences that can add to initial complexity:
- No adv/disadv, instead you need to track the numeric bonuses
- three-action system and the multiple-attack-penalty that comes with it
- character creation needing a bunch of choices

At level 1 in DnD5e you're making basically three choices - stat allocation, race and class. In PF2e you're adding a bunch of feats on top of that, which is especially daunting if you're looking at Pathbuilder or AON and so you're seeing every possible non-core option too.
Once you do have a character, though, it's pretty simple.

bewilderment
Nov 22, 2007
man what



bewilderment
Nov 22, 2007
man what



As it always has been, the real answer is to kill ability scores entirely.

Between background, feats, ancestry features and feats, and class and everything that comes with that, ability scores are mostly a non-choice prepicked based on your build. You could say "everyone starts with an 18 in every score" and the game of Pathfinder 2e would not be meaningfully different.

bewilderment
Nov 22, 2007
man what



kirtar posted:

I'll probably take a look at those if I can't snag an oracle free slot before I feel like doing things. I might have to go with molten since I suspect that trying to use the beginner box mod will run afoul of one of Forge's many subdivided limitations on storage.

I followed the 'Always Free Oracle guide' and as long as you follow the instructions exactly as described and can copy paste things into PowerShell or your terminal of choice, it works just fine.

For me it fell over at the step where it says "make sure to pick JS as your Foundry install type before downloading!" and me, a dumby, downloaded the windows version twice before I worked out why it wasn't unzipping.

So yeah it'll take you about 45 minutes to follow all the steps and check that it's working but once it's done, it's done and you don't need to touch it or pay anything.

bewilderment
Nov 22, 2007
man what



kirtar posted:

Someone made a batch script that supposedly does all of the shell commands, but I haven't decide how much I trust random Youtuber. At this point I'll just have to wait until a slot is available in any case. How much activity is actually needed to make it so that they don't pop it as being idle? I probably can only run every other week given my course load (unless I literally run the same few things over and over for PFS randoms)

I dunno, I haven't touched mine in two weeks and just opened it in a browser right now and it hasn't popped. The point of an always on cloud instance is that it's always on, and the guide walks you through forcing the foundry server to automatically restart whenever it goes down.

I'm surprised you're needing this long to wait for an A1 instance slot, I would've figured that (at least if you're in the USA) if you can't do US East, US west is just as good as far as a VTT is concerned ping-wise.

bewilderment
Nov 22, 2007
man what



The Strength of Thousands had the APG, but it did not have the Gamemastery Guide.

bewilderment
Nov 22, 2007
man what



Rythian posted:


Anyone have any opinions/experiences on crafting in a campaign? Anyone run with a house rule?

The general vibe I get is that crafting is a headache and you either handwave it or go to a nearby city to get whatever you need crafted.

bewilderment
Nov 22, 2007
man what



If you want to have a 'dark echo' of yourself then playing a Thaumaturge with the Mirror implement is also appropriate. Flavour the mirror as some kind of focus and flavour your one-handed weapon as whatever kind of thing is closest to a scythe (to get the most out of thaum you really need to be using a one-handed weapon or else pulling awkward hand-changing shenanigans).

bewilderment
Nov 22, 2007
man what



VikingofRock posted:

Glad you enjoyed your first session!

Double check that your players are adding proficiency to their attacks. Most characters should be getting +6 or +7 to their attacks (+3 from proficiency, +3 or +4 from their ability score). That means they hit on a 10 or 11, which is pretty standard for Pathfinder 2e.

Flanking for the -2 is also available to everyone right from the get go and is worth doing.

bewilderment
Nov 22, 2007
man what



sugar free jazz posted:

here is what basic undead benefits get you

https://2e.aonprd.com/Rules.aspx?ID=1694\

bleed damage immunity isn't on that list. you don't gain the benefits of the trait as monsters do, this is an intentional design decision. PC skeletons follow different rules than monster skeletons as a design choice. you can choose to ignore this if you want to.

Speaking of, reading this carefully a little while back is what made me realise that the Stitch Flesh feat for being able to use the Treat Wounds medicine action on undead is not necessary at all for PC undead like PC-Skeletons - Treat Wounds isn't positive healing, just regular healing, so it works on PC-Skeletons just fine.

Similarly, a Healing Potion won't work (it has the Positive tag) but Elixir of Life works just fine - no need for Oil of Unlife.

bewilderment
Nov 22, 2007
man what



The urge to run an evil character seems to disappear completely if you just say "I'm not using alignment for PCs, don't write anything down in that sheet section".

Suddenly without having that marker, people who want to be 'evil' act much more normal. Or at least PC-standard.

bewilderment
Nov 22, 2007
man what



A thing that's easy to miss is that undead PCs have the 'basic undead benefits' trait which is different from regular undead. Most importantly for players, it means that while healing with the Positive tag doesn't work (clerics and potions of healing) , the Medicine skill works fine, as do elixirs of life.

bewilderment
Nov 22, 2007
man what



Rythian posted:

Treat Wounds only works if you have the feat 'Stitch Flesh'.

edit: fart, the "living creature" target means this is unsettled. leaving the below for posterity

Wrong, actually! This is an easy mistake to make!

You are correct that Stitch Flesh as a feat is required to treat Undead creatures.

However, PC undead do not have the regular undead relation to healing. They instead have 'Basic Undead Benefits'.

That section notes:
"Negative Healing: You are damaged by positive damage and aren't healed by positive healing effects. You don't take negative damage and are healed by negative effects that heal undead."

Treat Wounds does not have the Positive trait, and so you can use it on a PC that has Basic Undead Benefits without issue. You don't need Stitch Flesh.

bewilderment fucked around with this message at 14:07 on Apr 5, 2023

bewilderment
Nov 22, 2007
man what



One negative of Strength of Thousands is that while it's set in and around the Magaambya, the most prestigious magical school in the setting, you don't actually spend that much of the early bits doing actual lessons or learning things about magic (that's assumed to be going on in downtime). Instead you're fulfilling your year of 'perquisite', community service that students do for others and that they're expended to learn from and continue post graduation.

bewilderment
Nov 22, 2007
man what



Captain Oblivious posted:

Only major change I’ve made is broadening what’s acceptable for qualifying for the arcane or primal spellcasting requirements of the Magaambya. I don’t really see any reason to refuse any caster that finds their way to the arcane or primal spell list by hook or by crook. They still have stuff to learn about magic and themselves.

You can be any class you want at level 1, even those without any inherent magic like Fighter or Investigator, you just automatically pick up the Wizard or Druid multiclass archetype at level 2 because that's what the Magaambya teaches. If you're already a wizard then you just get druid and vice versa.

Are you saying you just changed the archetype to open it up to 'any spellcaster'?

bewilderment
Nov 22, 2007
man what



Being knocked unconscious also knocks your weapons out of your hands :(
This is a clear bias against dual-wielders. I only ever need one free hand in life, sovereign glue my hand to my primary weapon please. There's mutagens that actually do it but they only last like ten minutes instead of, like, the one hour I need to be properly prepped for battle.

bewilderment
Nov 22, 2007
man what



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

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

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

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

bewilderment
Nov 22, 2007
man what



Fidel Cuckstro posted:

Does anyone have familiarity with the snare rules? https://2e.aonprd.com/Rules.aspx?ID=743

Are there rules about how a snare is deployed? Are there certain snares or feats that allow a character to deploy a snare within a single turn? Sort of seeing if I could create a gimmick around that...

There's some ranger feats about quick snares but otherwise snares are deployed at the same time they're crafted. Some APs goofed and had them as loot but it's not actually meant to be possible to pick one up and reuse it.

bewilderment
Nov 22, 2007
man what



As a Flurry ranger the main point is to take Twin Takedown or Hunted Shot at level 1, which lets you attack twice as a single action (still uses MAP though); at the cost that it needs to be against your Hunted Prey.

This means your standard first turn (if you couldn't track and Hunt your enemy earlier) is to designate an enemy as your hunted prey, stride towards it, and then Twin Takedown it (assuming its in range). Adjust as needed for various ranges, shielding, etc. if you don't want to be standing right next to your target at the end of your turn.
Doubling Rings are an essential magic item so that you only need to keep your 'main' weapon up to date if you're going for two weapons.

Wearing a gauntlet in your 'off' hand is also strong recommended - this means that even if you need to drop your offhand weapon (for example, you need to chug a potion, or interact with something) then once you're done, you're still wielding a weapon (the gauntlet) with the appropriate striking and potency buffs.

bewilderment
Nov 22, 2007
man what



Yeah, have the four playable characters be Padraic, Colm, Dominic and Siobhan and that's a Fiasco session there.

bewilderment
Nov 22, 2007
man what



The most interesting part of the Mbeke dwarves is that they aren't ethnically homogenous...
Because kobolds can be mbeke too.

bewilderment
Nov 22, 2007
man what



From last session, feels kinda goofy when the team pokes an enemy and goes "hmm, resistant to most damage" and then I go "well, we're given every indication it's undead, let me try Soothing Mist!"
And then soothing mist does, like, 20ish damage and then I realise I was better off doing a Twin Takedown anyway since that combines the damage for purposes of resistances.

I didn't realise when I first started playing PF2e that two-weapon flurry ranger was one of the simplest builds but hey, it's effective as long as you don't need to switch to a ranged weapon (and especially if you don't need to switch back to melee, but wielding a gauntlet helps with that as backup).

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bewilderment
Nov 22, 2007
man what



Inventor is basically a science/steampunk-themed martial character.

Having two healers is an obvious problem that your party should have seen at the outset. One healer is fine, two characters spending their whole action economy on it is redundant. Two frontliners is much better in a party composition since they can help each other flank.

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