Red Dragon

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Organized Play Member. 55 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



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Samurai wrote:

Is there something you are looking for specifically, or think I should take a look at?

No, just curious as I enjoy reading your changes :)


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Samurai wrote:

I felt the weakness rules seemed tailored to the Alchemist and Wizards only getting 1 or 2 points of splash damage, and that was then increased in some creatures by 10 or 20 points by the weakness rules. That seemed very artificial and strange to me, that a candle flame added the same amount as a fireball to a target with Fire Weakness 20. So Fire Weakness 20 now adds up to 20 points, to a max of doubling the attack's damage. (If I had my way, Weakness would probably simply double the damage suffered, no max, but I'm trying to retain the RAW at least a little bit, and this way some creatures can be stronger or weaker than others by having a higher or lower Weakness rating.)

With my revised splash damage rules being 1 step lower than the main target damage, now Weakness can be based on the attack's damage rather than a flat amount whenever it is hit with any damage of that type. Bombs and splash spells like Acid Splash can now do a bit of damage to both the main target and those in the splash area, especially when that damage is doubled due to a weakness.

That was my thought as well. I also like the fact it allows for varying degrees of weakness and seems relatively well balanced as is.


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Samurai wrote:
We don't use Stamina in our game, and I haven't heard anything massively positive or negative about it (no "this problem needs fixing" issues, nor "This fixes a lot of problems in the RAW PF2"). The ability to regain all your Stamina points in a 10 minute rest with 1 Resolve point seems like a version of the D&D5e short rest but without using Hit Dice. I don't see any issues in using my rules...

No issues in particular, was just curious as to your take on it since I tend to agree with almost all of your rule changes.

I've personally removed the Steel Your Resolve feat that lets you take an action to recover half your Stamina points since it's so overpowered it almost feels feat tax-ey using the system.

I've also decided that any magical healing can heal both health and stamina as this addresses the issue of typical casters losing a fair bit of their power using this system. RAW healing can only recover HP and not SP but as you can imagine that would make something like a divine cleric less effective. So magic healing > mundane healing now.

Don't want this to turn into a discussion of the system but was just curious about your take.

Thanks for clarifying the Jousting and Charge thing!


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I'll agree about them being much better. I honestly think their current state in your house rules is pretty good and I'm hoping over the next few sessions we'll see how the alchemist performs in my party.

Will give feedback if I think any is warranted.


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Oh I misunderstood the wording, then. I thought you were halving the vanilla splash damage (2 splash damage for a moderate acid flask). Now I see that you roll the main damage and then apply half of that as splash damage to all splash targets.

Apologies for the misunderstanding. Yes, I think that looks like a pretty nice buff. Will try it out.


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Don't seem to be able to edit my previous post so I'll mention something else.

It doesn't seem possible to assign more than one trait to armour. However, something like a Chain Shirt is both flexible and noisy, so ideally more than one can be chosen.


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Small problem I've come across when using the Stamina system. There doesn't seem to be a field to add additional sources of HP (for example, from feats).

I'm currently doing it by editing the Ancestry HP field but wondering if there's a solution.


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Thanks a ton for adding the Stamina option! Unfortunately my Fighter also has Toughness as a feat so I'm temporarily putting those into the Temp HP.

He also has the Barbarian Dedication so I have to add that on top when he Rages :)

Will be thrilled if you find space to add a misc bonus to HP but already great that there's the Stamina option.

Also a big fan of the Party Tracker and will start using that too.


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Definitely interested in Stamina if that's at all possible.


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Samurai wrote:

We don't have an Alchemist in the party, so it hasn't been tried in game yet. I just wanted Entangled to be more useful for lots of effects. I also increased the ability of bombs, if you noticed. The main target takes full damage on a hit, double on a crit hit, and half on a miss. The splash damage is 1 step less than the main target suffers, so full damage from a crit hit, 1/2 damage from a hit, and no damage from a miss.

I'm interested in what you think of Magic Weapon's changes. Do you think it should just be capped at +1 striking for a 3rd level spell, or also include levels 5 and 7 varieties too? It...

The changes to the bombs are good ones and we've found them to help give the Alchemist more of an impact than he has as a baseline.

The change to Tanglefoots seems like a step -too- much. I think Clumsy might be too powerful and something like flat-footed might be better. Not sure if you've gotten further feedback on this.

Still thinking about the Magic Weapon option, since both options you mentioned are suitable. Might go for the one that just gives one step of Heightening and stop there.


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Samurai, could you clarify the wording on the Magic Weapon spell change.

Is there just one level of heightening that takes it straight to +3? Are there multiple steps, with the first going to +2 and then to +3? Does it also give the weapon improved striking effects?


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Samurai wrote:

Well, I usually just announce the latest changes in a new post, and when there are enough changes, I update the version number. The current version is 1.51. I changed to 1.5 when the official errata came out, and added all official changes in green. Previously, I just had a list of the "known errata" (from designer videos or forum replies) listed at the end of the document.

If I just changed the latest change's text to red or something, people would probably ask "why is this line/section red?" And I don't know what is new since the last version they saw, only the latest changes I've made. And how would I color it if I removed something that was in the changes before? Ideally I would be able to create a change log so people could see what changed from one version to the next, but I have only kept partial track (I still have the last copy of the last of each major version change, such as 1.43, version 1.3, etc) and creating a full change log would be a big headache. I'll give it some thought though.

A changelog would be a good compromise, I think. Doesn't need to start from the beginning, even just starting one up from now might be helpful.