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mind the walrus posted:gently caress yes. If it's in the vein of Kingmaker/Wrath of the Righteous with 2e rules that could be very good. The first glance looks like it's gonna be a Diablo-style hack and slash ARPG. Not really my thing personally.
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# ¿ May 1, 2023 16:42 |
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# ¿ May 17, 2024 12:09 |
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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? I built my alchemist with the action economy in mind; I have a lot of options between Quick Bomber, training in every Recall Knowledge monster skill, Battle Medicine, and the witch archetype for Shield + Electric Arc. Every turn I use some combination of these, pretty much, or I just find cover and duck behind it after tossing a bomb. Some sample turns I might do are like Recall Knowledge + move + Quick Bomber, Quick Bomber + Electric Arc, move + Quick Bomber + Take Cover or Shield, etc. I read that alchemists can have difficulties finding useful things to do with their actions if they invest in a lot of pre-combat buff items, so I wanted to make sure I have plenty of options in combat actions.
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# ¿ May 5, 2023 15:41 |
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Fudging behind the screen is a thing that many GMs do all the time. It's neither uncommon or necessarily a bad thing. Different groups have different expectations. I have tipped things in the favor of the players myself when DMing DnD in the past. I have also had a few character deaths in games I have run. It's not a hard and fast rule in any situation; a TTRPG is not a video game. You have a GM who can make a judgment call in the moment.
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# ¿ May 26, 2023 17:18 |
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KPC_Mammon posted:Aklo is uncommon so you can't start the game with it. A single skill feat could give you two uncommon languages. A single multiclass dedication (Linguist) could give you four. Aklo is on the list of languages a ratfolk can start with, so my ysoki alchemist started AV knowing it. As far as I know, this is permitted by the rules? I don't see anything explicitly forbidding uncommon languages from being known. If a character feature from ancestry/class/etc. gives you access to it, you have it, unless I'm misreading something.
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# ¿ Jun 8, 2023 16:33 |
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I am playing a PF2E game on roll20 and it's workable but obviously vastly inferior to Foundry. Foundry does seem to have a higher barrier to entry and ultimately the DM wanted to play on Roll20 so that's what we went with, but I am planning on running a PF2E game in the future once this campaign is over and I'm hoping to switch to Foundry then (hopefully with this same group, but we'll see how it goes, we just finished a multi-year long 5E campaign so I know they're mostly solid people).
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# ¿ Oct 17, 2023 15:53 |
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ZZT the Fifth posted:I'm currently working on building a level 2 Thaumaturge and trying to decide what to use as the first implement. My basic concept for this character is that she's a princess from some small, minor kingdom who really wants to get out of her sheltered life and be an adventurer, and as such, picks hopefully-unlikely-to-be-missed bits and bobs from the the royal treasury and uses her education and the stories she's read about to become a Thaumaturge. One suggestion I'd make is consider Champion archetype as opposed to Sentinel; you have the Charisma for it and you still get the heavy armor. And spending free archetype feats to get Lay on Hands and Champion's Reaction is superb.
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# ¿ Oct 25, 2023 16:51 |
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ZZT the Fifth posted:e: You do "have" to; I don't know how closely that would match your character concept. Mechanically it's a bit vague what happens if you violate them as an archetype, presumably it's the same as the base Champion, which is just loss of focus points and Divine Ally (you could take Champion's Resiliency instead of Lay on Hands if you were concerned about a violation). So you keep heavy armor. With that said I don't know many GMs that are overly harsh on edicts and anathema, they're more for flavor than trying to gotcha a player. ZZT the Fifth posted:e again: also, it was pointed out that Champion dedication would have my heavy armor proficiency fall off at higher levels - it gets trained at 2 and expert at 14, and that's it. Unless I'm mistaken, that's true for Sentinel as well though? Sentinel would grant expert 1 level earlier and without an extra feat, but it doesn't give you master. Magil Zeal fucked around with this message at 17:20 on Oct 25, 2023 |
# ¿ Oct 25, 2023 17:13 |
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ZZT the Fifth posted:Hmm. Would my thaum be better staying in medium armor and taking advantage of the archetype's specific features instead? That leaves me with Champion still, and I've also been suggested Marshal as an archetype. Keep in mind that Armor Mastery isn't until level 19, that's pretty late in the game. Marshal looks great on paper but I can't speak to play experience; it's true that Thaumaturge is already action-hungry so overloading it with more actions to spend on things like activating auras may not work well in play. I will say that Champion's Reaction can cover more area with the Mirror Implement, which is a neat bit of synergy.
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# ¿ Oct 25, 2023 17:44 |
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Megaman's Jockstrap posted:In fact I'm generally not happy with Abom Vaults in general and wondering why it gets so much love. It has a lot of fights in lovely, cramped locations and frequent encounters against a single hard-hitter (boring) or against stuff with save-or-suck abilities. It's starting to feel like a real grind. I'm feeling some of this while playing my first campaign in the Abomination Vaults, though we're going in the opposite direction. We have a five-player party, and we're mostly crushing it, but I am suspecting that the DM is going easy on us. I don't think the encounters are being adjusted upward to account for an extra player, and I suspect that some numbers are being tweaked in our favor here and there. On the one hand, I'm having fun because I feel useful; I invested in knowledge skills and dealing lots of different kinds of damage (bomber alchemist), which turns out is great to have in AV. On the other hand, a single enemy fight that's party level+2 just isn't interesting to fight over and over. Especially since a lot of them are just standing in one place, trading blows and hoping to hit while the cleric heals us.
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# ¿ Jan 19, 2024 17:37 |
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I wonder if commander will have any ability to heal or not? Regardless I'm looking forward to the PF2E interpretations.Megaman's Jockstrap posted:I really liked healing surges, thought it was a great mechanic. I do too, though more for the "easily scalable healing" part than the "trying to pace out the adventuring day" part. The effectiveness at the latter could vary greatly, especially before the options to redistribute surges released. Magil Zeal fucked around with this message at 16:39 on Apr 19, 2024 |
# ¿ Apr 19, 2024 15:29 |
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Yeah I'm just gonna say that the Taunt shouldn't have a save and shouldn't give enemies a bonus to attack you. Also Armored Counterattack should be a base feature instead of a level 12 feat. All in all I think the Guardian looks really bad, there's little there you can't do better with Champion. There's lots more I could say but I think it's already been said. Commander on the other hand looks fun.
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# ¿ Apr 29, 2024 21:22 |
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Megaman's Jockstrap posted:Lol ok, the Guardian's actual Mark is hidden in the class feat, as a one action feat at level 2: That feat is imo the best thing about the class Edit: As a level 2 feat though it'd be pretty easy to archetype for if it stays the way it is, and the dedication will probably grant heavy armor proficiency Magil Zeal fucked around with this message at 22:09 on Apr 29, 2024 |
# ¿ Apr 29, 2024 22:02 |
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# ¿ May 17, 2024 12:09 |
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Tattoo Transformation is a good ability to put on a familiar if you're just looking to get an extra passive benefit of some kind and don't want to worry about tracking it.
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# ¿ May 1, 2024 16:57 |