Tockit
|
Hello! I'm sort-of new (I've played PFS before but not since we were in 1st edition). I signed up on RPG Chronicles. Have all the players who had reserved places already joined?
| GM Valen |
Hello! I'm sort-of new (I've played PFS before but not since we were in 1st edition). I signed up on RPG Chronicles. Have all the players who had reserved places already joined?
I believe so, but also opened sign ups for a second table so all should be good.
| GM Valen |
Was there a reserved spot for Drakkonflye? I pointed him here, but he said all the spots on both tables were taken. If not, no worries. He's still trying to build the character for PBP.
That was my intent initially, but I didn't think it would be an issue when I opened a second table. Unfortunately, I overestimated the interested.
I am happy to offer Drakkonflye a seat at a future table of an adventure of their choosing (either Pathfinder or Starfinder) once the Pathfinder table I am currently running comes to a close (it is currently about 3/4 of the way through the adventure).
| drakkonflye |
I took the last slot, assuming the reserved person was already signed up. I can withdraw if Drakkonflye wants to play.
Thank you, but I will wait until the next one as I am still trying to build my character. I am having issues with my concept due to concerns about RAW and RAI. My ratfolk inventor concept has a prototype construct companion with a unique way of storing, retrieving, and throwing bombs*, but apparently a construct companion can't use bombs according to Reddit posts because they can't activate them. The part that I don't understand is why this limitation exists since to activate them, all you have to do is hit something with one. There is a side note that a GM might allow it, but for PFS2 play, that would mean having to run it by every GM I game with, something I would be willing to do because yeah, this would be fun to play.
*Let's just say the construct concept is a clockwork monkey and let your imagination fill in the blanks ;-)
Edit: Ok, bombs are considered weapons, and companions can't use weapons, but could I use Alchemical Ammunition with the Projectile Lauincher?
rainzax
|
I think the best way to do “bomb throwing robot friend” is to choose Projectile Launcher as your Construct Innovation 1st level choice.
Good luck!
Tockit
|
Apologies (in advance) for the delay, but I am travelling today and don't have time to leave more than this note at the moment. It may be another day or two before I can fully catch up. You can assume I'll go with whatever plan the group decides.
| Magnus Whizzbang |
I will also be away most of this week. Will check in when I can but no promises, so feel free to bot me should it come to that. Will be back on beam on Sunday most likely.
Alenor Holt
|
Hi everyone!
This is my first time playing PBP, and I’m still pretty new to this overall. I specifically requested this table to GM Valen, so I’m excited to be here—and still learning my way around how things flow.
I do want to ask for some tips regarding Alenor's exploration activity.
Right now she’s using Investigate, since she’s an Empiricism Investigator, she has a couple of tools that interact with exploration:
-That’s Odd investigator feat (from her methodology, empiricism)
-Expeditious Inspection (free action)
-Her Perception is +6 , +1 investigation bonus from Pursue a Lead
Given all that, would you recommend I keep her in Investigate, or would it be better to shift her exploration activity depending on the situation? (like Track since she also has Experienced Tracker as her skill feat, Survival +4) I want to make sure I’m using her abilities effectively without slowing the group down.
Any guidance or tips from more experienced PBP players would be super appreciated!
Tockit
|
I'm also still trying to figure out the mechanics of exploration with 2nd edition, so I'd be interested to hear other peoples' thoughts too. Is it better to have people double up on important checks or have a broader spread with people doing different things? I'm guessing there's no "wrong" choice, especially if your character is skilled in multiple ways like that. I had Tockit switch to searching because it seems like it makes sense for the situation more than any mechanical concern (though it does help that she's quite good at perception).
Modra Boeske
|
I'm neither an experienced PBPer or Pathfinder, so I don't want to seem like I'm authoritatively telling anyone how to play their character the "best" way. I'll just chip in my own thoughts on this situation:
I think that the GM was offering a kind nudge to some of us, including myself, to consider changing our activities to ones where we will actively make a skill check that might potentially contribute to the group's success in getting through the sewers in the limited time available to us. Defend wasn't going to be a part of that solution, which is why I took the opportunity to change to Track. I feel like Tockit and Redmond read the nudge the same way.
On Alenor's activity specifically, it seems to me that the Investigate option paired with your class ability/feat stuff offers the group some unique ways to try to spot potential danger/find the correct path that nobody else brings to the table. I don't think that the GM's nudge was made with you in mind. So I think leaving that with what you'd already chosen is a fine choice for you.
Alenor Holt
|
I'm neither an experienced PBPer or Pathfinder, so I don't want to seem like I'm authoritatively telling anyone how to play their character the "best" way. I'll just chip in my own thoughts on this situation:
I think that the GM was offering a kind nudge to some of us, including myself, to consider changing our activities to ones where we will actively make a skill check that might potentially contribute to the group's success in getting through the sewers in the limited time available to us. Defend wasn't going to be a part of that solution, which is why I took the opportunity to change to Track. I feel like Tockit and Redmond read the nudge the same way.
On Alenor's activity specifically, it seems to me that the Investigate option paired with your class ability/feat stuff offers the group some unique ways to try to spot potential danger/find the correct path that nobody else brings to the table. I don't think that the GM's nudge was made with you in mind. So I think leaving that with what you'd already chosen is a fine choice for you.
Thanks so much for the insight. Your explanations make a lot of sense, It really helps a lot, especially since this is my first time doing PBP and I’m still wrapping my head around things. I just wanted to double-check in case shifting to something else would help more.
| GM Valen |
Most of the time Exploration Activities have little more application than being used to determine Initiative or finding traps. For finding traps/hazards, it usually is helpful to have multiple PCs Searching (or casting detect magic for magical traps).
Sometimes, however, there is a specific objective or goal that the party is trying to achieve with Exploration Activities, which gives particular PCs opportunities to shine.
Here, the party is trying to find someone so certain Exploration Activities were likely to be more useful.
Modra Boeske
|
I've been trying to keep track of our tasks completed and the ones yet to do. Figured I'd share it here because if this was a real life game I'd try to take a few minutes to make sure I've got a clear idea of the goals and that the group is on the same page about them. I think of it as summarizing in-character conversations that are happening off-screen. Anyone have any additions or areas where they're thinking something else?
Mostly solved unless something changes:
Yuleg: Would not leave while daughter Vurna is sick. Does not care for Flitch.
Vurna: Healed back to stage 1 of filth fever (asymptomatic, needs another night's treatment) thanks to Father Emil. Still in love with Flitch even though he's not worth it. She also knows the route to Shard Cove in addition to Flitch.
Flitch: Found in the sewers and brought him to the inn. Hopefully not causing problems while we're away doing things on day 2. Redmond convinced him that Yuleg doesn't hate him.
In progress:
Themolin: A surprisingly important person with a director title. Appointment to meet him at Ministry of Tithes on day 3. We do not know anything about him or whether he might have someone(s) he wants to leave along with him.
Garrla: Turns out to actually be a Captain Kallade from the Guard. Also surprisingly important! Our accidental contact was cloaked with innuendo. My speculation: Must be part of the Shard Cove departure because she would be recognized if she left with us at the docks. Father Emil hinted where she should leave from but we have not firmly established a time/place of departure with her. We could stand to find her outside of the Guardhouse.
No progress:
Daffrid: I am expecting a woman who is some kind of professor of magic. We were told in the mission briefing that she wants to leave with her spouse and two kids. This looks like our next stop.
Money: No one has actually paid us anything yet.
Shard Cove:
A boat will arrive in this secret spot at dawn on the fourth day. Actually, the mission briefing said "dawn on the fourth day after your arrival" which to me suggests day 5, because day 1 is the day we arrived. Unsure if we need to seek in-character clarification; my OOC thought based on the timeline the GM has provided for us (slide 7) is it wouldn't make sense for both Shard Cove and our own departure to be on day 5 but I might be wrong! I have observed that while our departure is marked in red there's not a clear notation of the Shard Cove rendezvous. GM, I read your profile and saw you're the scenario author, so if you can say anything about this other than to grin mysteriously... :)
Due to curfew, do we need to spend the night 3 (or 4) in the sewers, or is traveling to the cove/seeing off the clients our dawn/first bell action on that day?
This boat has room for five clients. Based on our information so far it seems like this boat ought to be Yuleg, Vurna, Flitch, Garrla/Kallade, Themolin, leaving us to get the family of four that we're expecting to meet out with us at our own departure.
| GM Valen |
Unsure if we need to seek in-character clarification; my OOC thought based on the timeline the GM has provided for us (slide 7) is it wouldn't make sense for both Shard Cove and our own departure to be on day 5 but I might be wrong! I have observed that while our departure is marked in red there's not a clear notation of the Shard Cove rendezvous. GM, I read your profile and saw you're the scenario author, so if you can say anything about this other than to grin mysteriously... :)
After grinning mysteriously a little bit longer, I have updated the Slide with the time tracker to reflect the scheduled departure time from Shard Cove. In short, your thought was correct.
Due to curfew, do we need to spend the night 3 (or 4) in the sewers, or is traveling to the cove/seeing off the clients our dawn/first bell action on that day?
In my mind, first bell rings no earlier than dawn. This means you need to be at Shard Cove before First Bell. However, I suppose the ship would likely wait a couple of hours, if necessary.
I hope that helps the party come to a consensus on a plan.
I can now go back to grinning mysteriously (Unfortunately, it is not as rewarding in PbP as at face-to-face tables--but it is still fun!)
| Magnus Whizzbang |
I don't think we cured the innkeeper's daugher of her disease. IIRC, we just got it back to Stage 1. I wonder if that scroll of cleanse affliction could do the trick.
| GM PaleDim |
Apologies for butting in on this game, but I need Modra Boeske's player's attention over here:
GM PaleDim's PFS (2E) Marathon
And he seems to not have Private Messaging enabled. Thank you and sorry again.