Rimon Fessel

KingOfAnything's page

RPG Superstar 8 Season Dedicated Voter, 9 Season Dedicated Voter. Pathfinder Adventure Path, Card Game, Companion, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber. **** Pathfinder Society GM. Starfinder Society GM. 3,486 posts (6,249 including aliases). 7 reviews. 1 list. 1 wishlist. 50 Organized Play characters. 17 aliases.


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Rysky wrote:
Arachnofiend wrote:
Rysky wrote:
And how many wrongs might come out? Is there enough innovation and enjoyment to enjoy the added complexities?
Yes. Yes there is.
What do you enjoy about it?

It certainly gives more narrative impact than a simple focus pool. There is a lot of roleplay fodder in describing how a curse manifests as you dip further into wielding your abilities.


9 people marked this as a favorite.

I really enjoy parables from within the world setting. Such an evocative expression of values and teachings. They really bring the world and its religions to life.


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Hmm wrote:

Ooh.... Yet another school of magic revealed in our canon! I am excited to see a school for Witchwarpers on Arkanen. I enjoyed the story and background very much. Still... I have mixed feelings about this being the background of an iconic.

I worry that this iconic's backstory and personality will be hard for SFS players to roleplay without being a detriment to their team and the ideals of cooperation. I usually encourage players to read a backstory to get into character when playing a pregen, but I am wondering if I will do that for those playing Zemir. I guess my issue is that he has not faced up to the problems he's created. Guilt is not enough... true remorse requires taking responsibility for the pain your actions have caused others.

Maybe I am overthinking this, or just plain weird. But I want characters with dark backstories to have learned from their past mistakes, and I am not sure that Zemir has.

Hmm

His joy in new experiences and fierce devotion to protecting his friends are what should be out in front for roleplaying Zemir. Guilt should color those attributes, not overshadow them.


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I thoroughly enjoy these short fiction blogs. Such interesting characters in every one.


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Squiggit wrote:
The Gleeful Grognard wrote:
I would just like you to try and explain why your reading makes sense.

graystone's position here as far as I understand it is that because the rules for concealment mention that they trigger before you roll for effect, they're irrelevant when dealing with spells that don't contain such a roll.

Essentially, something that happens before you make your attack roll or force a save can't apply to something that never requires an attack roll nor save to begin with.

For a similar reason that you don't roll for concealment on an area of effect spell, you don't roll for magic missile. If you can target with magic missile, it auto-hits.


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graystone wrote:

Concealment: "When you target a creature that’s concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don’t affect the target."

The issue is, you don't need to "roll to determine your effect", hence the flat check is never needed. Magic missile has no roll for effect [you don't roll for success or failure]. The flat roll is required to make your roll for effect and magic missile doesn't need that.

"The concealed condition doesn’t change which of the main categories of detection apply to the creature. A creature in a light fog bank is still observed even though it’s concealed". So magic missiles target conditions are still met: a observed creature is still observed. Observed = "Anything in plain view is observed by you."

Taken altogether, I see no reason a magic missile doesn't avoid the flat check

I found this interpretation convincing. I would not call for a flat check on magic missile.


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Very carefully, and with adult supervision.


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Why wouldn't you drop them right into encounter mode? They won initiative, after all.

"Gary, as you are exploring along this narrow path, you hear a twig snap in the forest. You have three actions"


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I just keep imagining an archer with a longbow as tall as themselves trying to aim at an adjacent halfling and constantly poking themself in the shins.


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Colonel Kurtz wrote:
GM OfAnything wrote:
Colonel Kurts, may I direct you to the Community Guidelines. Particularly under the heading "Baiting".
May I direct you to not being hassled for not agreeing with a blanket statement that PF2 is easer to learn than PF1.

There are ways to express that view that are not purposefully inflammatory. I'd suggest you reflect upon how you are communicating your ideas to others.

Quote:
I guess I shouldn't be surprised, as this forum seems to be all ganged up.

DMW has earned my respect (and many others') for his fair analysis and criticism of PF2. When you question his sincerity, it is no surprise that many people chime in to tell you how wrong you are.


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Colonel Kurts, may I direct you to the Community Guidelines. Particularly under the heading "Baiting".

Sovereign Court

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Pathfinder Adventure Path, Card Game, Companion, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

I can definitively say that Harsk is very fine.

*chef's kiss*


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Yeah, bludgeoning damage is much more evocative of the actual elements involved. The energy damages were only ever loose associations.


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So, I don't think you enter initiative without stimulus. You can enter combat without knowing where your enemies are. If your Perception for initiative is higher than all the enemies, but they managed to stay hidden, you notice a twig crack or some rocks tumble. Enough to recognize a threat is nearby, but not enough to know where, precisely.

3/5

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It appears that Mr.Nightray would prefer that the repeatable tag were not a thing, and that all published scenarios were replayable.

I don't agree. Some scenarios are built for engaging replay. Some are not. That's for the best.


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Appletree wrote:

Wasn't there a rule in the playtest that reduced the minimum number of days by the number of levels by which you exceed the item level, to a minimum of one?

Does anybody know why this would be changed?

People found it too complicated, so crafting was standardized to four days. Easy houserule to bring it back, though!


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Just don't get your Urchin #334 mixed up with Orphan #227, or you'll never hear the end of it.


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Signature Spells is a nice class feature, but I feel like the MC sorcerer can just pick their spells known to work around not having it.

Dark Archive 3/5

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And my axe!


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The best part of that conversion guide was the table of first edition classes and suggested second edition class combinations to approximate the feel. Although many of those were straightforward (ACG classes), the others were an interesting place to start.

@Tangent101, there is literally a paragraph explaining why basic conversion rules for monsters are impossible. An in-depth example of approximation would be way overkill.


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Based on the history of the spell, I think that ranged attack is intentional. Your proficiency with spell ranged attacks (as opposed to ranged spell attacks) just wasn't defined well in the CRB.

I expect this will come down to spell attack proficiency with Dex instead of spellcasting stat.


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You'd only need damage if you were trying to escape in encounter mode, which I'd agree is pretty impossible for most familiars. In exploration mode time scales, it might take a check for time spent but that is not a necessity.


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If you are using Survival to track a foe during exploration, you don't need to spend an action on that foe in the ensuing encounter mode.

3/5

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Rarity is definitely a huge boon for Society play. The system will make GMing easier and playing much more consistent.


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... they just launched a new Starfinder web fiction series, John Compton is moving over from Org Play to Starfinder, and the Starfinder Twitch show is due to start up again next week. Yes, Gen Con was a big Pathfinder event, but Origins was a short two months ago.

I think your worries are unfounded, and your impression of lack of interaction dead wrong.

3/5

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Faction Boons

Home Region is an All Faction boon.

The exact benefits will depend on the region.


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Ravingdork wrote:
Syries wrote:
A lot of touch spells no longer actually require an attack roll anymore.

Wait. What?

Can you give a source for that, for those of us still stuck in the past?

I think my head might explode if my vampiric touch doesn't need a spell attack.

BOOM

CRB wrote:

Touch Range

You can usually touch the target automatically, though the spell might specify that the target can attempt a saving throw or that you must attempt a spell attack roll.

Vampiric touch specifies a Fort save, but no spell attack.


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Blave wrote:
There are spells that don't tell you to roll an attack but still have the attack trait, like spider sting. I assume you still have to roll for those.

No, if they don't tell you to roll an attack roll (spell, melee, or ranged attack) you don't.


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Definitely send feedback. A volunteer can be reassigned to a non-public role or politely asked to enjoy their free time next year.

If you can remember when you encountered this person, the slot or time and day can help identify them as well.


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"Frequency: once per turn" really hurts the thrown weapon builds


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Quick Draw seems like a feat for thrown weapon builds. To draw two weapons, move and strike, you want a feat to combine the Move and Strike actions rather than drawing more quickly.


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Not so much a point as an obtuse


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If the focus cap is inherent, you could make a focus caster more focused by giving them actions to regain focus in combat, which is probably better balanced than just raising the cap.


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Midnightoker wrote:
Then we are back to no true Neutral Outsiders again yes?

Aren't Psychopomps the neutral outsiders?


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A lot of people may have already played it, but the description of 1-02 The Mosquito Witch sounds pretty spooky.


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I like how easy it is to adjust things like a Focus pool cap for groups that don't like to stop to heal and refocus.

Sovereign Court 3/5

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I have a Rogue 12 that would enjoy adventuring with you.

3/5

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What a great idea to make that part of Pathfinder Society lore meaningful.


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Probably best to keep to small doses. We're still two weeks out.


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Deadmanwalking wrote:
Crayon wrote:

This argument strikes me as strange bordering on nonsensical.

The playtest files, SRD, preview blogs, and reviews (once the game is released) should prove more than sufficient for potential buyers to decide whether it's worthwhile for them to invest in the new edition or not without shelling out cash for a book they may have no use for - indeed it's the primary reason they were created in the first place.

I didn't say 'buy'. I said 'check out'. Looking over the SRD seems quite a reasonable way to do that.

Or literally check out from your library if they are fortunate enough to have a copy.


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Quote:
GM OfAnything wrote:

What style of skill challenge are you assuming?

50/50 isn't great for a single check, but it is fine for "everyone rolls, only one success required"

Thanks to crit fails why would everyone Roll?

Not every check has a crit-fail effect. And even if crit fail is a negative success, rolling one is pretty low probability when everyone is rolling at 40-50% chance of success.


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What style of skill challenge are you assuming?

50/50 isn't great for a single check, but it is fine for "everyone rolls, only one success required"


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When rules don't say you can, you can't. BigNorseWolf is right on this one. Trust the smell test, it works out for the best most of the time.


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I think I'm most excited for Exploration Mode rules and how that will enhance the games I play.


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Superposition GMing


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The resonator is not a repeater, it is explicitly not transmitting anything in its passive function. This is clearly evident from how it is possible to invert the effect of boosting psychic ability.

From the description of its effect, the resonator affects the psychic medium around a planet, allowing telepathy to travel more easily through the ether increasing the effective distance. Likewise, as a dampener it causes the ether to resist the psychic energy of telepathy. These passive effects do not imply any transmission effect from the psychic resonator itself.


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John Lynch 106 wrote:

It’s pretty poor design where 1 failed check derails an entire campaign. I don’t recall any Paizo AP having such an issue (but I haven’t read them all!).

Not being able to fail means my actions no longer have any consequence. That’s what fail forward does. I’m really hoping Paizo doesn’t include such nonsense in all future APs.

"Fail Forward" is not at all the same thing as "No Consequences". Both a success and a failure on crucial checks should advance the story forward. It just might be more challenging if you failed. That philosophy is pretty essential to good adventure design in the style of Paizo's APs.


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Midnightoker wrote:
In PF1, I could do both and even more importantly I felt like I was actually investing in my concept

The feeling that you need to pay for something in order for it to have value is one that you might want to examine in yourself.

In PF1, you had to invest in a concept; in PF2, you can simply realize a concept.


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Captain Morgan wrote:
Midnightoker wrote:
Show me the Rogue that can sacrifice his additional attack to gain sneak attack on his second attack at full MAP.

Literally any rogue? It is called just using a feint action before a strike. Except the PF2 character didn't take a -2 penalty and spend a feat to do it.

This is a very good example of how system-level changes have really improved things for everyone (but especially rogues). Combat options like Two-weapon Feint and Spring Attack that improve a rogue's combat ability are just built in to the three action system. You don't have to choose between the two, get locked in to a combat routine, and spend three feats to get there.

Sure, you can't build a Spring-Attack rogue anymore. But building a character is something you do once. You can decide whether to spring attack or whether to two-weapon feint every round in PF2. I'd say that's worth it.


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I have a feeling the answer is alternative class features.

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