Lem

Harveyopolis's page

Organized Play Member. 21 posts. 4 reviews. No lists. No wishlists. 5 Organized Play characters.


Silver Crusade

4 people marked this as a favorite.

I fall into the "normal parties aren't even really that morally good if you thinl about it so why does having a goblin in the party bother you so much when you have a half orc barbarian smashing everything and a rogue stealing everything that isn't nailed down camp."

I mean they're called murder hobos for gods' sakes. If a goblin isn't that then I don't know what is.

Silver Crusade

1 person marked this as a favorite.
GentleGiant wrote:
Leedwashere wrote:
eddv wrote:
And for like the third time I really need to object to the name Thievery for rogue skills. Just call it something else.
Yes. Please. Thievery has too much of a negative connotation. Those skills have perfectly legitimate uses, too. I don't want a black cloud hanging over the whole skill set unnecesarily.
Yes, we can't have your PCs, who have just killed 50+ people and robbed their dead bodies, accused of something as demeaning as... thievery!

By a class called the rogue no less.

Silver Crusade

1 person marked this as a favorite.
Truman wrote:
The writers are KILLING IT on loyalty bonuses for those who've paid attention to the NPCs and lore breadcrumbs along the way. I'm so impressed and absolutely loving my time in SFS.

Agreed, I absolutely love how each scenario either calls back to an old one or helps set up a future one. I don't think I can count a single scenario (besides maybe the first one) that doesn't call back to at least one another scenario. I love it, it's great.

Silver Crusade

4 people marked this as a favorite.

Definitely the modular character customization. One reason why I didn't convert to 5e was that every Fighter played the same. I've always liked Pathfinder's "here's a bunch of options, dig through them and build the character you want" approach. I want a simpler version of that where you don't have to have a billion feats to do one cool thing.

Silver Crusade

1 person marked this as a favorite.
*Thelith wrote:
Jason Bulmahn wrote:

I want to point out one subtle point here that really changes the dynamic. In PF1 if you were at death's door, (16 Con fighter at -15) and you got healed to 5 hp by a spell, you would indeed get right back up and be in danger of going down again with almost any hit.

In PF2 that same healing effect would put you up to 20 (because we don't do negatives). Once you made the save to get up, you would stand a much better chance of staying up for at least a hit or two, giving you the time needed to get some more healing if needed. We want you to feel the pressure of being so close to death that it alters your actions and the actions of the other characters around you. When an ally is critically hurt, we want the narrative to respond.

Shouldn't a certain amount of healing also provide a "smelling salts" effect?

In most cases you can force someone back into consciousness, I would think that getting healed for a large amount would do this and not require another save a round later... Maybe a free save when the healing hits with a bonus on your roll for every 10hp healed??

Bam I'm down dying 1.. my cleric buddy hit me with HEAL and I'm full health with no conditional ailments but I can't regain consciousness because I keep rolling a 2.... Ludicrous.

I think at this point it'd be a good reminder to point out that each round is only six seconds. It's not really all that unreasonable to assume that one character might take 12 or even 30 seconds (though it'd really suck if you failed THAT many rolls) to come to after your body is literally just knitted back together from mortal wounds.

Silver Crusade

3 people marked this as a favorite.

I'm not a huge fan of the +level to your modifier, but I think an easy fix could be had. Just make the amount your level contributes to your modifier based on your proficiency rank? For examples Trained would grant 1/4 of your level, Expert 1/3, Master 1/2 and then Legendary for the full level which at that point would be a reasonable thing. It makes the proficiency ranks matter a whole lot more, while still keeping more or less the same balance.

Silver Crusade

1 person marked this as a favorite.
Brother Fen wrote:

This: Keep it backwards compatible.

Starfinder isn't. 2.0 won't be.

That: Done.

Off-topic Have you read the Starfinder Core Rulebook? There's literally a chapter about porting Pathfinder content to Starfinder rules. I do it all the time.

Coincidentally on topic:

Please: Make 1e Pathfinder content in some way compatible with 2e, like in Starfinder. There's a whole wealth of monsters that I would love to work with in a simpler streamlined system.

Please Don't: Remove character options or customizability. One thing I disliked about 5e was that every fighter played the same, and so on. I want to have the same depth of character customization just with a cleaner rule set.

Silver Crusade

2 people marked this as a favorite.

What scenarios are you playing...?

In my experience Pathfinder Society / Starfinder Society is painfully easy. I mostly GM (10 games with PF and 8 with SF, so I'm not SUPER experienced) and I can still count on one hand the amount of players I've downed (with no where near a risk of death with the wealth of healing items at the players' disposal) and I had only one character death (due to a ridiculous set of rolls but the player was only playing a stand in pregen character for a group of 3 and didn't have a registered character).

I also might suggest that if you stuck with a character beyond level 1 or 2 you'll find yourself able to progress. I'm not trying to be factitious here but I think part of your problem is not committing to your characters.

I do agree that the lack of options can be really restrictive, but a good GM will improvise ways to allow for other options to work. As for the non-linear complaint, well, sadly Society scenarios aren't the place to go off the rails.

Finally with point 4, I think the point of a scenario is to have fun. If you or your group are looking at it as a way to farm experience or loot then I don't think you're going into Society play with the right mindset. The whole idea is to have a good time, not get the most loot.