[R]Nonbinary Wishborn Poppet Oracle of Bones 2 | Quick | HP 24/24, AC 18 w Leather Lamellar Armor (19 w Shield or Dueling Cape raised), Fortitude* +5, Reflex* +7, Will** +7, Perception** +7 (darkvision, +1 vs visuall illusions), Stealth +3 | Speed 25 ft. | Exploration Activity Search | Active Conditions Flammable (Fire Weakness 1), Constructed (+1 to saving throws vs death effects, disease, and poison, vs drained, paralyzed, and sickened conditions) | ◆◇↺
Frost here. I will be playing with this character. I have two glyphs to share, and I believe Bun has four, making everyone start with 2 hero points each.
Okay, if everyone can fill out the tracker so that I can do secret checks and put your tokens on the slides for battlemaps, that would be great. Links under my name.
Ghoran Resentment Witch 3 | HP 20/29| AC 17 | F+7 R+7 W +10 | Perception +10 (Low-Light) | Wicked Thorns (Reflex DC 19) (2d8/1d4+1 Persistent)
Yarr, I might also have a few glpyhs.
One bit of feedback I meant to post on your last game was the initiative tracker. I was having a bit of trouble in places telling exactly whos' turn it is. If you could clearly mark who's up that would be nice. (I like bold and naming but that's more work. Just bolding is popular and some people like using symbols.
First remove you would have to wrest them from the Fox critters and spend two actions to tie them down. However, attempting to do so while they are still there would probably be a check... Maybe Athletics?
Maybe I am doing it wrong, but I was letting everyone attempt the Obstacle DCs, and once you hit the appropriate Chase point total, then move on to the next. Should I be keeping you all in initiative? The Quest is surprisingly unhelpful with adjudicating a chase. I had to look up Chases on AoN, and even then I got the gist of it, but am not completely sure.
I haven't read this scenario and sometimes adventures uses variant chases.
So it's possible the adventure does things differently than expected by the rules. (There are a couple of particularly bad examples recently in scenarios that have specific instructions that don't work)
Normally:
Chases are in rounds.
Players can go in whatever order they choose in the round.
When enough chase points are earned the party moves to the next obstacle even if they are mid round.
Frequently success is measured in how many rounds it takes the characters to complete.
So there's some interesting strategy implications on what order the player's want to go in depending on skill bonuses, and other resources like hero points.
All that said, it can be real awkward in a pbp where all the players aren't rapidly responsive.
PS. You're not alone, and Chases of course work notably different in PF2 than in PF1 or Starfinder, so in my experience they are frequently misrun.
Okay, generally that is how I have been running it. I would like to give those that haven't participated yet, priority, but for the most part I am just trying to keep this moving along.
Default is double. GM can allow to roll twice instead as desired.
Frequently I see GMs let players choose as long as they are consistent.
(Personally I prefer to always double and encourage, but don't require my players to do so if they have a strong preference for rolling. Although I'd certainty be correct to do so.)
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