PF2: Playtesting til we just couldn't anymore (Inactive)

Game Master Wandering Wastrel

NPC LISTING I BATTLE MAP I REGION MAP


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True, but Badia just rolled consecutive 1s on a d20 - do you trust her with a magic weapon? :P


Just make it a rogue weapon. :)


Sorry all - traveling (again!). Posting will be patchy for the next couple of days.


Ok, sorry for the delay.

The damage done this round is enough to take the Ankhrav down and I'll do a post to that effect shortly.

Are you pressing on, or resting for the night?

Also, I need to know what the +1 weapon is going to be, Caraid.


Badia is good to press on unless the spellcasters need to refresh their spells or resonance.


Skills:
Acro +2T, Diplo +4T, Intimidation +4T, Lore(Desert) +6T, Nature +8T, Stealth +2T, Survival +9E
Human Druid 4 | HP: 28/48 | AC:18 TAC:15 | F:+7* R:+5 W+9 | Perc +9E | SP 1/4 | Reso 0/4 DC15 | Speed 25 | Wand of Heal 4/10 l Active Conditions: Shield Up

One more is reasonable, but after that I'm pretty spent.


Halfling Wizard 4 | HP: 34/34 | AC:20 TAC:17 | F:+6 R:+8 W+7* | Perc +x5 | SP 4/4 | Reso 4/4 | Speed 25 | Active Conditions:

I'm alright on spells, but I don't know how we are on the healing front. Darned thing hit like a truck.


|HP: 164/164| AC: 24 | F: +18, R: +15, W: +21+ | Dec +22, Dip/Itm+20, Med +21, Perc +19, Rel +17, Lor/Occ/Soc +15 | Lvl 1: 3/3, 2: 3/3, 3: 2/3, 4: 2/3, 5: 1/3, 6: 1/2, Focus: 1/3 | HeP 2/3 | Active conditions:

Will recheck the rules on weapons tomorrow - today has been mighty busy!


Skills:
Acro +2T, Diplo +4T, Intimidation +4T, Lore(Desert) +6T, Nature +8T, Stealth +2T, Survival +9E
Human Druid 4 | HP: 28/48 | AC:18 TAC:15 | F:+7* R:+5 W+9 | Perc +9E | SP 1/4 | Reso 0/4 DC15 | Speed 25 | Wand of Heal 4/10 l Active Conditions: Shield Up

I can keep trying to use resonance, but no guarantees.


It's your hit points that concern me rather than your resonance levels, but it's your call.


Skills:
Acro +2T, Diplo +4T, Intimidation +4T, Lore(Desert) +6T, Nature +8T, Stealth +2T, Survival +9E
Human Druid 4 | HP: 28/48 | AC:18 TAC:15 | F:+7* R:+5 W+9 | Perc +9E | SP 1/4 | Reso 0/4 DC15 | Speed 25 | Wand of Heal 4/10 l Active Conditions: Shield Up

=D Fixed that


I've put two arrows on the Region Map to show the possible crossing points. You (and the gnolls) are currently at the left-most arrow.

Travelling to the other arrow and avoiding the gnolls adds 2 hours to your journey.


Skills:
Acro +2T, Diplo +4T, Intimidation +4T, Lore(Desert) +6T, Nature +8T, Stealth +2T, Survival +9E
Human Druid 4 | HP: 28/48 | AC:18 TAC:15 | F:+7* R:+5 W+9 | Perc +9E | SP 1/4 | Reso 0/4 DC15 | Speed 25 | Wand of Heal 4/10 l Active Conditions: Shield Up

Thanks DM

You know, for someone who's spent nearly two decades wandering the sands since her childhood, Naadhira is surprisingly polite and well spoken. She has quite the vocabulary and speaks with some elegance.
I think I will need to change that.


@Naadhira - as you like, but (spoiler alert) we won't be coming back to these characters once this chapter is over, so don't get too attached ;)


Princess Bride references FTW!


Skills:
Acro +2T, Diplo +4T, Intimidation +4T, Lore(Desert) +6T, Nature +8T, Stealth +2T, Survival +9E
Human Druid 4 | HP: 28/48 | AC:18 TAC:15 | F:+7* R:+5 W+9 | Perc +9E | SP 1/4 | Reso 0/4 DC15 | Speed 25 | Wand of Heal 4/10 l Active Conditions: Shield Up

Oh okay, no worries!

Nice one Badia


I hesitate to remind you of this (because I don't want to be responsible for any party-splitting TPK) but in addition to the camels and the +1 definitely not a falchion, you were also given a scroll of Fly.


If Ali uses it on me this round, next round I will fly up and frog bite its face off!


Two things

1) I can't find where the pixies hid the rules on flying. I'm assuming that the Manticore has to use at least one Action a turn to stay in the air, but if you find the rules please let me know where they're hidden!

2) Alistilae - can you remind me of your spell DC please? Thanks!


Halfling Wizard 4 | HP: 34/34 | AC:20 TAC:17 | F:+6 R:+8 W+7* | Perc +x5 | SP 4/4 | Reso 4/4 | Speed 25 | Active Conditions:

Derp. DC is 18 (10 + 4 level + 4 int) vs FORT.

As for flying, the rules are on page 310, 311 and I think 317. From what I managed to put together, if you go Prone while flying, you fall (as per page 322-323, under the Prone condition). So, if he fails his safe, he takes a buttload of damage. I think. I don't know xD


Page 309 is the actual Fly action.


Thanks!

In that case we're just waiting for Caraid


Methinks Caraid should have invested in better ranged combat options.

GM, can we see if the manticore fails its save? If it falls, then he could reach it in melee and sneak attack it while it's prone.


I'm trying to avoid 'partial posts' midway through a turn just to keep things straightforward, but I can see the importance of the save results in this case

Fort save: 1d20 + 15 ⇒ (15) + 15 = 30

Critical success. As you were.


Halfling Wizard 4 | HP: 34/34 | AC:20 TAC:17 | F:+6 R:+8 W+7* | Perc +x5 | SP 4/4 | Reso 4/4 | Speed 25 | Active Conditions:

I see how it is r_r


This encounter is way overpowered: oh, you've got a save DC 18? Well I've got a +15 modifier so **** you. It almost didn't matter what the dice roll was.

The encounters up to now have been fun to GM, and mostly balanced, in that you've won but not without some risk.

This one feels like an imminent TPK, and I can't even take credit for it because the dice rolls are basically irrelevant, which I thought was the whole thing Paizo built PF2 to avoid!

Grr. Rant over.


They've stated elsewhere that the monsters in the Bestiary were tuned to an older version of the rules where PCs were able to optimize more than their current incarnations. So yes, they are overpowered, especially solo monsters against a party. :(


Oh. Well that sucks.

This whole PF2 thing is rapidly becoming a case study in how not to do it.

A generation from now, it'll be part of the syllabus at Harvard business school.


Halfling Wizard 4 | HP: 34/34 | AC:20 TAC:17 | F:+6 R:+8 W+7* | Perc +x5 | SP 4/4 | Reso 4/4 | Speed 25 | Active Conditions:

I spent the entirety of Sunday DMing a game of 5th Edition for a group of friends. The disparity between the two systems, 5th and PF2, is pretty apparent and I really do think Paizo has to reconsider their approach to a new game.

Do what you're good at. Don't copy the competition when they're doing something you aren't good at.


Wandering Wastrel wrote:
This one feels like an imminent TPK, and I can't even take credit for it because the dice rolls are basically irrelevant

I'm sorry. I slighted the Dice Gods and they have made their displeasure known.

Two crits in a single round.

I'm sorry. I'm so, so sorry.


I posted on the assumption Ali will use the scroll of fly this round. If he doesn't, Badia will take a shot with her bow (using the same roll, if allowed) and then retrieve and consume a minor healing potion.


Yep, that's fine. If Ali exercises independent thought I will adapt accordingly :-)


If the manticore moves away, I will use No Escape to follow.


Oh, the Manticore's not going anywhere. It's not often that dinner is obliging enough to come to it, after all.


Skills:
Acro +2T, Diplo +4T, Intimidation +4T, Lore(Desert) +6T, Nature +8T, Stealth +2T, Survival +9E
Human Druid 4 | HP: 28/48 | AC:18 TAC:15 | F:+7* R:+5 W+9 | Perc +9E | SP 1/4 | Reso 0/4 DC15 | Speed 25 | Wand of Heal 4/10 l Active Conditions: Shield Up

The first two heals I made were aura heals, then I made a third heal specifically for Badia. Might have to get out the handy wand again and start praying for amazing rolls.

Almost all of my spells have a range of 30 feet. Sad day


New errata is out if you haven't seen it yet.


Skills:
Acro +2T, Diplo +4T, Intimidation +4T, Lore(Desert) +6T, Nature +8T, Stealth +2T, Survival +9E
Human Druid 4 | HP: 28/48 | AC:18 TAC:15 | F:+7* R:+5 W+9 | Perc +9E | SP 1/4 | Reso 0/4 DC15 | Speed 25 | Wand of Heal 4/10 l Active Conditions: Shield Up

I'll take a look. Did it increase the range of the heal spell? XD


Nope, unfortunately. They did tweak the dying rules again as well as the DCs for skill checks, and added more multiclass archetypes.


I like the changes to the dying rules - no more slowed means you can run away!

(Not in this case of course because the manticore is faster, but the principle is still valid)


I don't have to outrun the manticore. I just have to outrun my slowest companion. :P


True, but it doesn't help that you're closer to it than they are by about, oooh, 40 feet or so ^_^

EDIT: you may not believe this, but I'm not actively trying to kill you - I'm doing my best to play this encounter fairly.

EDIT II: Just so I understand the new rules: Badia, you are Wounded 1, right? So if you get the dying condition again you'll be Dying 2, unless it's a critical, in which case you'll go Dying 3? And Dying 4 is still dead dead, right?


Waiting on the others before the next phase of Manticore v Half-orc kicks off.


That's correct, GM, assuming I am magically healed. If I use the Hero Point, it removes both the dying and wounded condition.


Skills:
Acro +2T, Diplo +4T, Intimidation +4T, Lore(Desert) +6T, Nature +8T, Stealth +2T, Survival +9E
Human Druid 4 | HP: 28/48 | AC:18 TAC:15 | F:+7* R:+5 W+9 | Perc +9E | SP 1/4 | Reso 0/4 DC15 | Speed 25 | Wand of Heal 4/10 l Active Conditions: Shield Up

Can I heal Badia as she's floating down, but before she races back out of range? No guarantee I'll get the resonance check anyways. I only have a 25% chance now.


Go for it! Sounds appropriately dramatic :)


OK, Badia, looks like you're going to be using the Hero Point option.

Regarding retreat: I hate to point this out but the manticore has a fly speed of 40, and I can't think of a reason why it wouldn't pursue you :(

Anyway, just waiting on Caraid.


Yeah, the best we can hope for is Badia sacrificing herself to let the rest of you flee. If we can put some more damage on the manticore, we can bring it down. Pull out all the stops. Use your best damage options!


Halfling Wizard 4 | HP: 34/34 | AC:20 TAC:17 | F:+6 R:+8 W+7* | Perc +x5 | SP 4/4 | Reso 4/4 | Speed 25 | Active Conditions:

I'm fine going either way. Alisti can't put out a ton of damage, because his best options all go on Fort rolls and even if my debuffs stick, denting that +15 down to a meager +!4 or +13, he'll still make most of the saves.

Oh and those debuffs are all range 30 :'D


Slings and crossbows are your friends. :(

If we do TPK, will we try again with a new party? Or just skip to the next part of the playtest?


Up to you, although I would be inclined to chalk this one up as a 'learning experience' (although I'm not sure what, exactly, we learned from this) and move on to the next one.

Anyway, maybe Caraid can pull a stunning victory out of the hat!

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