The podcast the other day talked about dungeons and dragons getting a computerized Dm in D&D beyond.
Example 1, the DM is almost human: NPC named Sheila the elf.
Example 2, the DM has NPCs that give you multiple choice and allows diplomacy/deception rolls:
Example 3, much like example 2, except it doesn't allow diplomacy/deception rolls to bargain with NPCs. Deception/Diplomacy are only used for major decisions, or encounters. Convince Josh to play Football and join your football time. Rolls players diplomacy or deception
Example 4, this plays almost exactly like World of Warcraft.
Anything else you can think of.
1. 1st edition guns targeted touch AC. 2nd edition guns get no bonus, they don't even target flat footed or even get a +2 bonus or anything.
So we were discussing whether or not you can pick one-handed weapons with the two handed trait as an implement. Like Bastard sword or Katana. It seems that you can.
Handedness in PF2 is determined by the number of hands being used to wield the weapon. So if you're using a jezail in two hands, it's a two-handed weapon and you can't use any options that require you to be using a firearm one-handed until you're back to wielding it in one hand. If you use a dagger in two hands, it's a two-handed weapon for the purposes of feats and abilities that require a two-handed weapon, as laid out on pages 279-280 of the CRB. When determining the handedness of a weapon, the two questions are just "What's the minimum number of hands required to wield this" and "How many hands am I currently using to wield it?"
So you can have two one handed weapons out, one being your implement and one being a regular one handed weapon and still get the benefits? Alternatively, if I have two one handed weapons and I attack with my non-implement weapon, I can still get the benefit of exploit vulnerability and implements empowerment with the weapon that isn't my implement, right? Mostly I want to have a gun as my implement, but attack with my melee weapon. The trick works with multiple enemies. I get into melee with enemy number 1 and enemy 2 is to the right/left/up/down from number 1 is now 10 feet from me. When He takes his turn and tries to flank me or get into position, I now shoot one handed my gun, most likely slide pistol.
Arcane Casters only. This is still first come first serve. It is preferred you have played this before, but not required. Reason for Arcane Casters only is that they can bypass high AC creatures, basically an experiment. You do not have to have magic missile as your spell, as any spell that doesn't target AC and still does damage even on a save is okay. There is still roleplay involved before the fight, but I want to see how fast this creature can be taken down, My guess is 1 round, but it is also a matter of how far into the round. Everyone can still take there turn even if over killed.
Example below assumes max rolls
After all 6 players go I announce combat over, and that it died after player 4 went. Player 5 makes sure it is dead and player 6 never had to battle medicine player 1 cause player 1 never went into dying 1 or dying 2, but player 6 was ready to play doctor just in case. Now let's assume it didn't die, we go to round 2. Let's also assume player 6 failed medicine check and player 1 went down from a crit. Players go and player 1 rolls a 1, or maybe just a failure on a death save. In the combat tracker I write player 1 died, or did he, depends upon the retcon? Or dying 3, or maybe someone can retcon and he not dying 3? Everyone takes there turn. At the end of round 2, I say it died after player 3 went, meaning players 4, 5 and 6 can retcon their actions to save player 1 assuming there actions weren't battle medicine/heal to save player 1.