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![]() At first I assumed this was some gas light attempt to say "No, no, my dolly is actually very adult and serious! He has a sword and everything!"; I mean, after saying "sex, blood and naughty words" I was perhaps not speaking about The Hobbit. This was my mistake and I will be more explicit in future. Just to make sure there is a relative media comparison I might lay out:
I can assure you however that I have taken everyone's advice on board and have removed them from my games swiftly and thoroughly. ![]()
![]() I also had the issues where my players much prefer the original games material, adult adventures written for adult players. Also a decade of a system is a hell of a drug. I would recommend using the GMG rules of:
PF2e feels like a slide towards the Disney Cocomelon Fantasy PG-13 demographic with PCs being offered to be flowers or dolls, which is no doubt better for younger players or family groups- but we're 30 to 40 something year olds who want sex, blood and naughty words in our RPG; not trying to figure out how to make friends (Fist Full Of Flowers... never again). It can be really hard as a GM to have to 'damage control' the changes as they come. I feel the Remaster has been a speedbump that was hit way too hard and fast (understandable as to why) but it has only led to unclear rules. We ended up dropping everything and just using the Remastered Core and nothing else. It's just easier this way. Less is more. Abomination Vaults is a very good adventure and you can immediately step from Beginner Box (Menace Under Otari) straight into Abby Vaults (Ignore Trouble In Otari, it's a 6/10 rats in the basement snoozefest) Abby Vabby at least has a horror theme, though quite tame- I recommend adding some flair and spice to it and ham up the atmosphere; make them fear The Empty Death! ![]()
![]() Fuzzy-Wuzzy wrote:
Sorry for not following this up sooner, I just use the normal XP system in PF2e but if players don't show up for sessions or die they don't get XP for encounters. In addition some players will complete individual milestones for their characters which is usually something that is roleplay dependant and flicks them a moderate XP bonus. PF2e in general seems to be very good at rubber banding players together, at my table after everyone finishes a combat I tell them "You just defeated 3 5th level creatures and a 6th level creature." and they look up the XP table appropriate to their current level. Players that rush ahead tend to slow down while those left behind get sped up. EDIT: Also worth noting that my group migrated to Proficiency Without Level about 4 session in to speed up the game and reduce math load. ![]()
![]() I had a group start with the beginner box and another group learn the game because I gave them all photocopies of the GM screen and it feels very surreal to see what feels like the majority of players not playing the game as written. But there's also a lot more about the rule set that that has terrible presentation and organization, mostly because the system seems absolutely terrified of tersely explaining things within a single action or topic. For example the Stunned condition could just say "you can't use reactions" but instead you have to read an entire other section of the book (I'm not going to tell you where, go find it like I did), not referenced in the Stunned condition to figure out what the intended rule is. This is terrible design. But I'm also excited to see who or what else people have been doing wrong for the past 4 years. I bet the Perception rules are a hot bed of completely different takes, did you know being invisible and in a Silence spell adds no bonus to stealth checks, but being behind a waist high wall adds +2? I wish the Remaster was an actual complete rewrite of the rules from the ground up; instead it feels like a Repost. ![]()
![]() Can you please remove descriptions from the book that say "As Per X" or worse, "Look above this" which doesn't appear above but actually appears on a different page altogether and also never do it again. Page: 256 + 257 ![]()
![]() I really hope alignment is still going to be functional within the system in some regard as I can't see Outerplanes/Planescape adventures working without it. Not to mention I love the quirks of picking up a sword that has bad vibes and one player knows for a fact that it's evil while another thinks it's just +5 jealousy-invoking sword. Splitting the books between players and GM is a bit annoying because I'd rather every player have the tools on hand to run the game instead of having the excuse of "Woah woah I can't run the game I don't have the game runner book!!" Please please please revise the PF2e character sheet too. The current sheet is fully and without a doubt not too crash hot at the table and 4 A4 sheets is a bit much to juggle. ![]()
![]() It would have been way cooler if Tiger Stance and Gorilla Stance had the same type of requirement. Paizo why avoid something like this?? ![]()
![]() Jeff Alvarez wrote: Hopefully the 5 in the box will be enough. I'm being pedantic, but isn't there only 4 according to the artwork found at: this link. Specifically this one. Now if you'll excuse me I must return to my mashing of F5 at the dice page. ![]()
![]() I don't know what this topic is really about, but generally I approach Game Mastering as "What can the players do?" as the start of the adventure. Like, sure some GMs are like "Haha, I made this rooms only locked door inaccessible because the key is 20ft up in the air! Now they have to go through the entire dungeon to get it"; turns out the player picked the ladder gnome race with the summon ladder spell and brought a bag of holding full of ladders which immediately becomes a problem with the system ruining this amazing ladder dungeon. I mean, when players have more options do you think the game gets easier? Haha- fat chance! Oh you have flight and xray vision and the strongest hat item in the game? Cool; now you get to go to the heart of the abyss and fight Abraxas on the back of a Tarrasque. Quit your whining, what did you think was going to happen after you got all this stuff? ![]()
![]() I much prefer how monsters work now in PF2e. They feel quite powerful and able to harm the players pretty consistently. I like that as a design philosophy. When I'm in the kitchen I make sure the knife is sharp and I am just more careful with it, as opposed to making sure its blunt and using it carelessly. ![]()
![]() I much prefer it this way, if they can continue to make new classes and features that always just sit equal to or below the Core Rule choices I will be very happy. I also feel like people pursue new content simply for "stronger than the existing material" reasons- always looking for the bigger number. Tsk tsk. ![]()
![]() Cafe Latte - Item 1
Saving Throw Fortitude (DC 11); Onset 1 day; Stage 1 Addiction (3 days); Stage 2 stupefied 1 and you become irritated if you haven't drunk Cafe Latte within the past 4 hours (3 days); Stage 3 stupefied 1 and drained 1 and extremely irritable and nervous unless you have drunk Cafe Latte within the past 4 hours. ![]()
![]() A lot of the time people chase the dream of the 1-20 game and I feel like there's good reasons why most games and the data we collect from them suggest this to be true. - All games start at level 1 (even though there's nothing in the book stating this must be the case), so large data sets are always biased towards any lower level being more popular.
I usually end up hanging around 6th-12th level for most of my games and it's a great medium to play in. I usually only ever play a 20th level 1 shot at most and even then it's just a whacky combat with gimmick characters. That said, most of my experience has been with 3.5/PF1e and that system was always problematic with higher level stuff being suffocatingly cumbersome. Maybe PF2e will break this glass ceiling... ![]()
![]() Gorbacz wrote:
This is a forum? Where do I buy my individual toe socks from then?? Quote: Meanwhile back in the thread... There's definitely a lot to love about the system. I think the general 3 action rule is a winner far and above anything else at this point. Very easy to keep track of and very easy to adjudicate. All the classes feel robust and interesting and everyone can bring something to the table, even at higher levels. The gold/magic item system is gobsmackingly good and I will be using it retroactively to every other D&Dish game I end up running. The only thing I feel the need to gripe about is how wordy some of the rules and explanations are. After a year of playing/running the system I don't think anyone really knows how to use a shield (I continued to use dents for about 6 months!) and there are some very strange "if then but" corner rules you have to remember but only if you cross referenced several different parts of the book simultaneously. Glares at the vampire statblocks Even with all its warts I believe this system will grow and polish itself into an amazing format to run things. I can't wait to see where Paizo chooses to take it. ![]()
![]() I really don't agree with the idea that the real mythology creatures that Paizo release are a disservice or harmful to the original source material or culture they are derived from. If anything, they expose a wealth of hidden culture, charm and knowledge to people who might never have been able to experience it. It is the melting pot of world I love, multiculturalism is a beautiful thing, I want to see all that it has to offer and I never want to be stifled with boarders, let along imaginary ones under the false pretense of 'protection'. ![]()
![]() Yep, the Shove is now the drag for the purposes of the mechanics. It feels very weird and in a lot of cases requires a lot more rolls to successfully pull off. It's important to also see that mobility in general in PF2e is more open, not every creature has Attacks Of Opportunity and creatures can Step 3 times in a row to get behind safety. ![]()
![]() I really like the way Pathfinder 2e deals with the power scale. I like how things are basically level vs level with a bit of wiggle room for mastery in a certain domain. It really makes executing ideas and monsters far faster and more fluid as a GM and also signals to the players that there is danger on the table. The idea that a monster that is way above their level is somewhere in front of them actually makes them play the game differently. There isn't a "just have a bigger number!" game of trying to brute force everything. It puts the fear back into players who know that if they fight something, one or several of them will die doing it. I love that. On the flip side monsters that are below their level are pretty much dismissed with an almost always instant critical handwave. Players get a lot of satisfaction in having such power to basically dictate what happens- and I don't even need to roll dice in some situations, the outcome is immediately obvious. Both these elements speed up play and make the game less about "I hope I roll good" and more along the lines of "I hope I pick my battles". I much prefer this type of play not only from a mechanical stand point but also from a storytelling stand point. Long gone is the era of "you will win if you -build- your character powerfully". I hope more role playing games use this style of play, I think PF2e really is onto something with their new system. ![]()
![]() ikarinokami wrote: I think it would take a very very long time for any dwarf to trust a goblin. it would be like asking a lion to get along with a hyena. Dwarves as a race are inherently conservative, and for much if not all of their history they have been at war with goblins. Despite only making up 5% of Player Characters, Goblins start 80% of the orphanage fires. *Crosses Dwarf arms* ![]()
![]() So I was going over my current campaign that's soon to move to PF2e and I noticed that a lot has changed for gold cost, however one thing has caused me a great deal of irritation has been that potions and scrolls basically cost the same as you can see in this side by side comparison! So my question is, how come my fighters baby bottle is now the same price as the wizards quadratic formula? Potions are basically better than scrolls as far as who can use them (anyone) with no skills required. Is there something about PF2e's gold/item cost that I'm not understanding? Please point it out for me. ![]()
![]() A level 3 outline, Ranger with the Barbarian dedication (Frog Animal Instinct) Str 16
Background:
Ancestry:
Skill feats:
Class Feat:
General Feats:
Bonus Feats:
-=-=--=-=-=-=-=-=-=-= As a barbarian I would go with the Frog Animal Instinct path because its totally on point. Climb up places and frog’s tongue people. I'm pretty sure the tongue can be used to grapple/shove people around. Don't quote me on that, just demand it from your GM. If you don't like the tongue idea, go Fury instinct and just claw people, use the terrain to your advantage because you basically have a climb speed. You should also be pretty good at grappling stuff. You can also go for the precision damage feat with the Rangers hunter ability which works nicely assuming you don't fight any constructs or oozes. You can also fall back to using a bow at any point which is always nice. Good luck with your chameleon tongue puncher! ![]()
![]() You want to install Bluestacks and within Bluestacks install Pathbuilder 2. Bluestacks:
Pathbuilder:
Have fun! It should look like this. ![]()
![]() 3 action economy makes things fast and fluid Everything is determined almost entirely by level vs level, extremely easy to adjudicate. Players basically instantly kill anything 10 levels lower or run away from anything 10 levels higher. Building a character is (slow and dumb) easy to choose customization without creating massive power differences between players characters. ![]()
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