Lictor Octavio Sabinus

Dire Ursus's page

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Hey there! I'd like to cancel my Pathfinder Rulebook Subscription. The shipping price to Canada is a bit too steep for me right now.

Keep my Adventure Path subscription.


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Zioalca wrote:

I'd vote no on Guidance. It only last for 6 seconds. He would also need to meet the performer in or near their circle since it only has a 30ft range. I'd say a similar thing for inspire competence. In my mind, the act last for at least a full minute to entertain the crowd. Also, unless the bard knows the trick perfectly, he wouldn't know when to cast either of these spells to fully benefit the performer.

Any chance you kept track of the circus and wouldn't mind sharing the outcomes? I ran my first session recently and my group actually almost ran over the 15 anticipation mark with the excitement they generated.

They are both cantrips though so as long as the bard is within 30 ft. he can keep casting it. Right now I'm leaning towards making it a non-performer role as background musician or something, so they wouldn't be able to perform their signature trick themselves but they would be able to aid everyone else with their cantrips.

I don't have the sheet with me but I know they lost 2 excitement from attacking the drunken brawlers with a wolf. They only crit succeeded once, and most performers came out with a net 1 or 2 excitement each round.


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So I just GMed my first session last night and it went well! I decided to start anticipation at 10 instead of 15 based on calculations done by you fine folks, and the group ended up critically succeeding with a final excitement and anticipation of 11 thanks to the backup clown role clutching it out in the last act.

The bard of our group had some interesting questions that I thought I would post in here. He asked if he could use his guidance cantrip during the performance to help someone with their performance check. I decided that he would be able to do this once per act to only one performer but he has to be preoccupied the entire act while casting the spell. The bard also gains Inspire Competence next level, and I'm wondering how other GMs would handle this. Would you allow him to cast Inspire Competence to help out other tricks? I'm leaning towards the same ruling for Guidance, that he can aid them, but he must be preoccupied the entire time and only one performer per act.


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Something else worth mentioning as a general rule you can spend two actions to prepare a single action as a reaction. So if you are going first in the act, and dont want to spend your last two actions you could prepare the clowns as a reaction with your last two.


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Amazon.ca also says April for the shipping date of Gods and Magic. I'll shoot them an email.


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Another thing to note: If you use fantasy grounds you can buy the adventures and if you buy the pdf for the actual book you can get a discount = to the amount you paid for the pdf if you link your paizo account. That's your best bet for using the highest resolution map possible.


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Cyprion wrote:
Dire Ursus wrote:
Did you take into account that performers can help each other, and also all the background roles that a PC could take over?

Yeah, the last scenario I ran with +8 skill checks and +1 circ bonus modeled that generously, as if every single check was helped by assistance and agile tricks. My model circus failed all 100 tries even so.

If you want the players to have a shot (and maybe you don't, idk) you really need to make sure they net that +4 excitement from outside events, or start with 10-11 anticipation.

Thanks for working out the math! I'll probably lower the starting anticipation level when we have our first session.


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Cyprion wrote:

The first circus performance starts with 15 anticipation, but i wonder if this was meant to be 10. I don't think the PCs have any chance to generate 15 excitement (could this be intentional?). If you want to give them approx 50/50 chance in this first performance I suggest lowering starting anticipation to 11, or making a net +4 excitement from random events likely.

Here's the math to maximise expected excitement generation:

Use trick DC 15

1st trick attempt, Bonus +7
65% success x +1 exite = 0.65
30% fail x 0 exite = 0
5% crit fail x -1 exite = -0.05
Total: 0.6

2nd attempt, Bonus +2
40% success x +1 exite = 0.4
60% fail or crit fail x +1 excite because you should send in clowns on failed attempts = 0.6
Total: 1.0

3rd attempt is a negative expected value, even with an agile trick, so never attempt.

Result:
Over 7 tricks that's an expected total of only about 11. I skipped over some things, but i think their net effect would make the result worse, such as:
- you can only send clowns 4 times
- crit success raises anticipation, at level 1 this means you get no closer to success
- PCs could be assisting each other for a +1 on 4 trick attempts total. I estimate this balances the negatives somewhat.
- Agile tricks will help, but not enough to make the 3rd attempt a net positive

Notice that you can't even get to 15 if you always skip attempt #3 of your trick (2 attempts x 7 tricks = 14), which we did because it's optimal for expected value. To get 15 you have to accept a lower expected value.

I modeled this in excel trying to account for the stuff i didn't include above, and in no case could I turn up a success:
100 attempts w/non agile tricks yielded an average 9.5 excitement, highest was 14
100 attempts with agile tricks yielded an average 10.1 excitement, highest was 13
100 attempts with +8 bonuses, +1 circumstance every roll, and agile tricks yielded an average 11.0, highest was 14

Did you take into account that performers can help each other, and also all the background roles that a PC could take over?


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Matopi Golem wrote:
Has anyone’s order shown as shipped yet? The Extinction Curse boards are up but there’s not as much as a single comment yet. Likewise for Gods and Magic.

Mine's still pending as of now.


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logic_poet wrote:

For the benefit of GMs who think to look here rather than in the sticky for book 2:

Will there be any specific callbacks to the Player's Guide backgrounds in later adventures, as was sometimes done in 1e with campaign traits in later adventures?

Basically want to know how hard I should encourage players to choose backgrounds from the Player's Guide over those in the Core Rulebook.

I too would also like to know if the backgrounds are going to have any 'specific' callbacks. Or would the only callbacks be that the rival circus performers know the characters with backgrounds that state they were employed in the rival circus?


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Cori Marie wrote:
They're sold out right now, but going back for a second printing!

I had the Lost Omens World Guide preordered since it basically came out so I'm not sure if that's accurate. And since the Lost Omen Character Guide showed up on the site I've set it to email notify me when it's available for preorder and I've not gotten one. So they must not have confirmed with Paizo the first printing...


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I pre-ordered the Lost Omens World Guide on Amazon.ca a while back but they recently sent me an email saying they don't have any books in stock yet even though the release date has gone and past. Also the upcoming Lost Omens Character Guide still doesn't have a release date or a pre order option.

Is this something that Paizo is aware of and should I keep my World Guide order? Will there be Lost Omen books sold on the Amazon Canada website in the future?


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That Shed Tail ancestry feat is amazing. Exactly the type of flavourful but still useful feats I want to see in the future of this edition.


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Flurry of Blows states: "You can attack rapidly with fists, feet, elbows, knees, and other unarmed attacks. You gain the Flurry of Blows action."

I can see how a GM would rule that you would need a free hand to use something like Tiger Stance, or Wolf Stance. But Dragon Stance in particular calls out using powerful leg strikes. Does that mean a monk could flurry with say a shield in one hand and a potion in the other while in Dragon stance?


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Hmm good question. I don't think it having the attack trait suddenly makes it not a skill check. For instance tripping someone is an 'attack' but I would say it's still an athletics skill check.


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The logic is that the longbow is large and unwieldy so it's harder to set up and aim at something that's really close. The closer something is, the more you have to move the bow to keep it aimed at a moving target.


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Hmm people over reacting... what a surprise. The first paragraph spoils nothing about the AP other than that Tar Baphon escapes his prison (THAT'S PRETTY OBVIOUS CONSIDERING THE AP IS CALLED TYRANT'S GRASP). It also makes it pretty clear that this article will spoil stuff if you keep reading. At that point why would you keep reading if you didn't want to be spoiled?


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I have to agree that summoning seemed lack luster in the playtest. Especially when you consider that you have to use one of your actions to control it. Another thing I found pretty weak was Druid wild shaping. I don't like the fact that you can basically only use the highest level wild shape spell you have access to, if you basically never use the earlier ones ever again since their flat stats aren't good anymore.


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I think the hair specifically doesn't look great against the white background but I'm sure it'll look better in print. Other than that nice work. I'm surprised the cape actually works since it's such a contrasting color but it definitely does.


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Got the early bird ruler level. So happy with how fast the campaign is blazing through. Keep it up guys!


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Lower res comparisons aside. I have to say I'm a bit disappointed that the new art seems a bit less detailed. Especially when it comes to shading and shadows. It could be the lower resolution playing tricks on me, but the old art just looks way better, not because of design decisions or anything (I actually like most of the design decisions) just in overall quality.


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The Raven Black wrote:
I hope Doomed increases each time you are healed back from near-death, so that players will be a bit more careful with their characters

That'd be a neat little house rule for hardcore games. Each time you are downed, your doomed condition goes up permanently.


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honestly this is the reason I'm using fantasy grounds. They have high resolution maps already in the game. And you get a discount when you buy the pdf. Everytime I try to port maps to roll20 they end up looking blurry and off center.


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Exciting! Will you be able to answer questions about PF2 is that all still hush hush?


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You should use the milestone progression. It's honestly so much better. If you look near the front pages it says when your characters should level. Just at the end of the session or whenever you feel appropriate tell your PCs that they leveled.


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Hey Sam actually please disregard and cancel that replacement. I surprisingly received it last night! Thanks.


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Hey there, I haven't received my order yet, I'm worried that it probably got lost in transit because I have received the next AP book already and I got the confirmation email for that shipment 5 days after this one.


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I disagree that 5e helped Critical Role. I think it would be massively popular even playing Pathfinder 1e. I can't really see anyone being sold on Critical Role just because they were playing 5e... The system isn't really the focus of the show and it's already got a massive amount of house rules that Mercer plays with.


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Twisted_Fister wrote:

Is there any city info on Roslar's Coffer? I know of the info that is in the inner sea region book, but I was hoping to portray the city on the living end before I kicked off the AP.

My plan is to run Reaver's Roar for my party as a one-shot prequel to set the scene. I know that RC is fairly barren due to the Red Reaver's occupation, but I can only piece together the town's occupants from the encounters with their ghosts in book one, as well as a couple of people from Reaver's Roar.

Suffice to say that since we'll never see Roslar's Coffer whole in the AP I won't be worried about a stat block coming out... How do other GMs plan on running it?

The player's handbook actually gives a good description since the players are supposed to be residents of the town.


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masda_gib wrote:

5E seems to currently have another advantage.

In the last year, in all of the social networks I'm in were popping up people that started Pen&Paper-RPGing because of an appearantly very popular video-podcast (CriticalRole). And they chose 5E because that was what the podcast played, it was the entry point.

I don't know how big that influence really is - all I can see is that big surge of people starting to play and liking that podcast.

I would understand WotC if they held the CR people at gunpoint to never change their playing system.

Yeah, and their home game before the stream started was actually PF1e. Imagine how different the market would be if they didn't swap over to 5e when they started streaming. I imagine if PF2 was out at the time, they would probably have not switched to D&D, since PF2s mechanics are a lot more accessible and that's one of the big reasons they switched to 5e for the stream.


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I think backgrounds could be a good use for this as well. Maybe a supplementary book where based on which ability boosts your background gives you (since they won't be able to name all backgrounds they create, I think grouping them by which ability boosts they give you would be sufficient) , it will allow you to pick a background feat of some sort, that gives you flavourful out of combat abilities.


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Crayon wrote:


See, I don't think I've seen a player take either of those spells full-stop. Or Power Attack. Or Point-Blank Shot or any of the other Feats these forums insist are required to be 'viable' (except as Bonus Feat selections from restricted lists like the Monk or Ranger)

So if your player is making a ranged build without point blank shot (and by extension precise shot) do they just take the -4 for shooting into melee every single time and they somehow don't feel like they are completely useless or do you guys just house rule that out of the game. Because legitimately it feels impossible to play an archer without that feat.


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TheGoofyGE3K wrote:
The other nice thing about the math being tighter is you're less likely to have two characters optimize while others struggle. Had a game where the druid and alchemist could kill anything I threw at them, while the rest of the party struggled to keep up, and wouldn't let me help them make sure their characters were properly equipped. Ended one of my games. Glad to have that issue lessened

Yup. New players being able to have fun and be useful in combat without you as GM having to either create their character for them or scale down encounters is a huge plus for me.


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Ok thank god. I did not want them to revert back to the first system.


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Sounds a lot like the first dying system they went with. I wasn't really a big fan of any of the systems they came out with honestly. And I really hope that if they are using the creature's stats as the save that it's easier to calculate on the fly, or it's just simply listed somewhere.


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Yeah and isn't the point of race against the clock style stories that your resources are being drained and you don't have much time? Isn't this version better for that since you can get one big heal fast rather than having to spend an hour just to fully heal yourselves.


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Ron Lundeen wrote:
Dire Ursus wrote:
Are the Clarity points at the Scriptorium something the PCs should be aware of and actively seeking or should it be something the GM keeps track of secretly?
I don't have a strong preference on that, as an author. As for myself, I would make it clear what their total is and when they get them, so they take actions that they think would get them more (without telling them, "do this right here to get more").

Thanks. I guess I'm still confused as to how the checks should actually work. Do I just tell all my players to make a roll with the appropriate skill when they encounter the event or do I tell them to choose one skill they think would be appropriate and they only get one roll each?


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Are the Clarity points at the Scriptorium something the PCs should be aware of and actively seeking or should it be something the GM keeps track of secretly?


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The Raven Black wrote:

TBH in the playtest we had far more apocalyptic posts than euphoric ones. Which was to be expected

Actually we had them right from the first previews before the playtest was launched

To the extent that it seemed Paizo would have garnered more goodwill if they had not involved customers in the design process for the new edition

You know the thing that makes me most optimistic is that the push back on Pathfinder 1e was even worse. A lot of people were absolutely 100% sure they would keep playing 3.5 (me included!) and now look at us. I think 2e is gonna be a nice success and all of this whining and doomsaying will be faded and forgotten.


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Steve Geddes wrote:


If you subscribe you will probably get a free PDF (which might make the shipping more reasonable). Nonetheless, in the last two years it seems to me that if you are a cost sensitive, international customer buying direct has become a poor option.

Preach. I really would love to subscribe for everything but the shipping costs are extreme for hardcover books even to Canada which isn't even that far away! I'll have to continue manually ordering them off amazon.


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Holy crap. The whole "idea" phylactery thing you might be on to something. Perhaps that's one of the main objectives of the Whispering Way. To keep the idea of The Whispering Tyrant alive.


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N N 959 wrote:
PossibleCabbage wrote:
Rob Godfrey wrote:
not without chaining youself to the horribl3 multiclass system, you do that you maybas well make a fighter/druid and bin ranger as a class.
I mean this seriously, what is the difference between being able to spend class feats to buy spellcasting off the primal list as ranger feats and being able to spend class feats to buy spellcasting off the primal list by multiclassing?
Well, I hate the idea of having to "buy" spells, especially if my opportunity cost is other Rangerish abilities. I strongly dislike the feat tax approach to character building. I much prefer, a path whereby I get stuff as part of the deal.

They got rid of feat tax for the most part. Getting spell caster multiclass feats aren't feat tax. The very first one gives you cantrips. Each time you spend more feats you're gaining more spell casting ability. How is that feat tax at all? If rangers got spells as part of their class features and not any class feats then they would have to be nerfed in other places. And I'd rather not make rangers HAVE to be spell casters. I'd rather it be a choice.


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Greylurker wrote:
Edge93 wrote:
Brew Bird wrote:


In the playtest, very rarely did a character feel awesome or heroic.
Yeah, that's... pretty subjective and not something to be stated in such an absolute manner really. At my table the characters felt awesome and heroic on a regular basis throughout the entire Playtest, so it's not a ubiquitous issue.

My Ranger felt lousy to play. He is pretty much the only experience I have with the characters because I really disliked the character creation and flat didn't want to make another character, so I just stuck with the one I had, and he never really got any better. He felt under powered, His Archery skills just never seemed to measure up and he had a poor excuse for a pet the entire playtest. It felt like if I wanted to be good at something I had to give up half my character concept. Either be an archer or a guy with a faithful wolf companion, but trying to maintain both at a decent level just seemed futile. Ultimately I just stopped wanting to play it.

I still think it's got a good system though. I like the combat and the general systems. The 10 above or below Crit Success/Fail is just fine.

I just can't stand the characters

Did you use the updated ranger rules or the old ones? The updated ranger is a lot better. Really all you need to be a great archer is take the first level feat that lets you attack the hunted target twice. Then you could spend the rest on the animal companion. Hunt target, double bow shot, and control your companion sounds like a pretty great round. Companions also got some AC buffs in the updated rules.


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Malk_Content wrote:
GRuzom wrote:
Derry L. Zimeye wrote:
This is the kind of news I like to hear. I adore the playtest, but seeing so much negativity made me anxious for the prospects of the game. Seeing that the surveys were more positive than feedback here was a huge relief! Looking forward to those skeletons ;)
It's very hard to get people who do not like the game to participate in a playtest - so the surveys would be skewed to the positive and not giving the true picture.

I mean judging by the forums filled with people who hate the game, they are perfectly happy to participate.

But on a more serious note, player attrition would show very heavily in the surveys. If people tried it and didn't like it you would see a marked decline in responses overall to surveys.

There were plenty of surveys that weren't doomsday dawn related though. The class survey for instance. Or that one really long one that went over basically everything.

I feel like the doomsday dawn surveys weren't really there primarily to get subjective opinions. They were more for objective stuff like: "Which classes died the most", "which classes were least popular", "is there too many TPKs", "is there too little TPKs". So really it doesn't matter who is answering it as long as they are answering honestly.

Those other general surveys would get a better picture on community opinion on changes.


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Ninja in the Rye wrote:

"Focus Spells"? Just ... why?

People, as least as far as I've noticed in the playtest, just do not want to call things spells unless they're actual spells being cast using the normal spell casting mechanics. It's just a confusing overuse of a particular term for no benefit that I can see.

Powers was a fine enough name, what threw people was calling the resource used to activate them "Spell Points" and them all being lumped in to the spells chapters. Now they have Focus Points, but are calling the abilities they activate "Focus Spells?"

What's with the desire to call everything slightly mystical a "Spell" in one way or another?

I mean the problem was that powers WERE spells. Like they literally were called specifically in the magic chapter as a different type of spell. Meaning anytime a "spell" was mentioned in rules it also included powers. So I don't mind them putting the word spell in their name because they are spells. The only difference is what you spend to cast them and how you get them.


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Trip is an attack roll. It has the attack trait. Therefore Finesse lets you add dex to trip attacks.


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Crayon wrote:
While the classes in PF2 may, perhaps, have clearer mechanical roles in the game, their identities seem far weaker to the point I find it actually difficult to describe them to people who haven't read the playtest document and even then there are a few classes it's hard to wrap your head around (Monk, any non-cleric spellcaster)

Do you mind listing the differences from the PF1 core rulebook vs the Playtest rulebook that makes you think so? I'm not convinced that's true. Why is Monk or other non-cleric spellcaster's roles "hard to wrap your head around"?


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PFRPGrognard wrote:

All of those options are in Pathfinder already. Just changing the skin and wording won't make it better. It's just an excuse to sell new books and for players to get something shiny and new...

..Until D&D 6e comes along and the whole dance starts all over because PF2 is too bloated!

Lmao I think you're the only one in the history of this forum that thinks that the playtest is just "changing the skin and wording" of PF1. Have you even played the playtest?


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kaisc006 wrote:

Actually PF2 encourages min max even more. Sure the spread will be smaller but there is more value to every +1 due to the +10/-10 crit system and penalty for extra attacks. Practically any option that gives a +x bonus will be superior to others.

Also, with critical misses activating monster effects you can bet people will be upset if you show up at the table with an unoptimized character. Before you’re character was just
mechanically bad but now you could hurt the party.

I don't agree with this at all. First of all show me the flat +x bonuses you can get in the playtest. Items and proficiency are basically the only way. They are moving away from feats that just give flat bonuses for good reason. Second of all there's a very small percentage of monsters in the bestiary that actually have effects that activate on a crit fail. Finally I guarantee you that the difference in optimization will not equal a +-10 unless it's a wizard attacking with a great sword that they are not trained with vs an optimized fighter.

Optimization will not be game breaking like it is in PF1. Everything points to the exact opposite.


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Draco why don't you name some items from the PF1 core rulebook that you find more interesting that the items from the playtest? I'm just not seeing it.

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