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Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Superscriber. *** Venture-Lieutenant, Massachusetts—Boston 1,325 posts (1,883 including aliases). No reviews. No lists. No wishlists. 15 Organized Play characters. 9 aliases.


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2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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I've helped Tivadar get most of his issues corrected, and in doing so also did a full audit of my characters. I've found 5 what appear to be common bugs (rather than reporting errors) that I hope can be addressed. (All have been reported to pfsreportingerrors) this is just a FYU post for others who are performing audits.

1) Sanctioned Adventures (ie Age of Ashes and Fall of Plaguestone) are capped at recording 8 reputation, when they award 12.

2) Level 2/3 boon start characters -- capped at 8 reputation per report. Given that the virtual tables don't count for ACP or GM credit, perhaps this is something we can work around, by just reporting multiple in 8/4 chunks as needed. (Need to report multiple if you're splitting the reputation between factions as those boons allow).

3) Some older scenarios are still only awarding 1 bonus reputation, when its been stated that they've all been errata's to award 2.

4) None of my GM characters are receiving bonus reputation when the box was checked for the players.

5) None of my GM characters are receiving bonus reputation when the box wasn't checked for the players.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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Well I generally am appreciative of the hard work that the OP team has been doing to get AcP working, I do have to give a bit of a side eye about claims that AcP is working fine. I have seven reported bugs, two of them I can discount as 'really crazy odd corner cases' but the other five appear to be less corner cases. Including things like Albedeon's comment that sum of AcP on sessions doesn't equal sum as displayed on the Boon pages. Sum of GM credits as shown on sessions doesn't equal sum as displayed on Boons page.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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Alex Speidel wrote:
Hillis Mallory III wrote:

I also want to ask a tech question on reporting...

Is the outlier that has every session being reported saying "this scenario can be replayed for credit" despite that most are not evergreens/repeatables being reported being looked into?

Actually, yes! Here is some very boring technical talk on why that message appears:

** spoiler omitted **

So in short: while that message appears, the scenarios are not actuallly being treated as replayable, and we've asked tech to remove or alter that message at some point Soon (TM).

I know I've mentioned this before, but want to make sure it stays it stays in y'alls memory --

make sure that "Consumes Replay" doesn't charge a GM a reply if they run the scenario a second time and _don't_ list a character number. Ie I run most scenarios 2-3 times. I'm not taking a chronicle on the second/third running, I'm not assigning it to a character. I wouldn't want my limited replay pool to be depleted just because I run things for people.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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Congrats/welcome/happy-dance on the promotions/hiring/increasd responsibilities!

Looks like Linda's signature might fit better between her comments and James's intro. It can be a bit confusing to parse who's talking where here.


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In many cases the dedication feats _are_ a bit closer to feat taxes in order to get to the follow-on feats. They still normally give you something, but yes a couple of combos might look weak until you invest deeper into the archteype.

My favorite two combos I've been playing with are Fighter/MC Wizard -- splitting feats about 50/50 between fighter and wizard choices. Very aggressive fighter with a couple of fun tricks to help with battlefield mobility and control. And a Sorcerer/MC Champion -- front rank blasty caster with good armor, shield ally, & champions reaction.

I haven't played with combining martials yet, but I've seen people with anything + rogue appear to have a lot of fun. The weak sneak attack is often why they picked it, but they've'd ended up really liking the skills.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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Yes I definitely appreciate the no more deciphering hard-for-me-to-read handwriting. I continue to hope that AcP will encourage more character registrations. I still have a few routine players who don't seem to register and it makes it harder to confirm everything is correct when reporting.


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I'm not seeing enough to make me prefer the Magus to either Fighter/MC Wizard or Sorc/MC Champion (or Sentinel). The action economy issues and the double hit requirement feels punitive, compared to the other options.


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Is there a reason why Act Together has a frequency rather than a Flourish trait. It would seem to do the same thing in a possibly more standardized way? Is it to avoid blocking other flourish actions someone might pick up from a multiclass?

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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BigNorseWolf wrote:
So what do you actually have to do to get a gnome swinging a katana in organized play?

I don't think there's a way at present. We're still waiting on the blog post/ruling/book/whatever that details what weapons are common to what regions. At which time adopted ancestry (human) -> Unconventional Weaponry, can get you there.

Or you can play a particular scenario, gain access to the weapon, but lack proficiency.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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Chris Johnson wrote:

I would like some definitions to be clearly laid out please, as some of this is still unclear to me. Which would be nice if the editing team stayed with the same layout across all the books and entries.

So in some cases it looks like I can gain access via the access entry in the uncommon item:

IE Lastwall Sentry Access you must be from the Eye of Dread region.

Easy enough take the 0 Fame Home Region boon, I meet the access requirements and all feats under it are not listed as uncommon so I am good.

Correct.

Quote:


So lets move on to the Knights of Lastwall where the problem starts creeping in:

Knights of Lastwall entry sidebar P88 Lost Omens Character Guide:
Membership Requirements any of the following: refugee of Lastwall, previous membership in the Knights of Ozem, sponsorship by a knight in good standing and approval from two others

Ok so if I am reading the secondary initiation correct buying that boon for 2 fame takes care of the above. IE I am now a member of the Knights of Lastwall.

So here is where it becomes unclear, mainly because there is not an access entry for the individual items. The books says:
Knights of Lastwall Class Feats
The following class feats are available to Knights of Lastwall. Those with the champion trait are champion class feats. Those with both the champion and fighter traits are both champion class feats and fighter class feats; when you take one of these feats, it loses the trait that doesn’t apply to your class.

So does this paragraph and the above boon mean I have access now? Unlike the Lastwall Sentry where it spells out what I need to do with an access entry, these feats do not other than the above paragraph.

Yes, Secondary initiation takes care of the membership requirements and makes you a member, so you have access to all those feats/items.

Quote:


Lets take this problem a step further.
Knight Vigilant Archetype:
Prerequisites trained in Religion, any good alignment, member of the Knights of Lastwall of knight rank

Ok first there is a paragraph similar to the Feat one above so assuming the answer is yes I have access because of my Secondary Initiation Boon we run into another problem, what...

Yes, one secondary initiation takes care of all rank requirements.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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Yeah, the difficulty is when the visual reskinning tries to do something more.

'My bow is made of antlers' -- cool. 'I want to use it to assist in a disguise check to hide as an elk' -- no, the visual reskinning does not extend to also counting as a disguise kit, etc.

'My great club looks like a barrel' -- cool, to me. 'I dump my barrel out on my ally to put out the fire' -- no its not actually a barrel, it can't be filled, it can't be drunk from, etc. It can't be dropped over someone, or used as a floatation device.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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Riobux wrote:
So, I had a look on my boon section out of curiosity of how this will potentially look, and discovered I have a Chronicle Boon relating to an adventure (indicated by the name) I haven't done. I'm also not sure how it'll play out having to buy said Chronicle Boon before you play an adventure, unknowing who gained it and if it'll relate to the current adventure before you're at the table. I'm definitely curious and keen for a digitalisation of the Organised Play process, but looks like there's a few natural odd little kinks to things.

I definitely suspect they're testing. Now if I understand their plan, it should not show up to people who haven't GM/played it, so its a bug if you're seeing it, but at least its a fairly harmless one.

I've played that scenario. (The following spoiler talks about 'types' of boons but doesn't give any details.)

About the listed boon, in re. 1-04:

The 'Chronicle boon' listed is one of the 'this boon may come up later' style boons, that we've been told are going away and will be tracked via the checkboxes on the chronicle or just by having played the scenario.

This makes it particularly good to test with, as it reveals practically nothing. '[named npc] will remember you'. If a person clicks it by accident, they learn the name of an NPC. The word-play nature of the title of the boon/NPCs name helps provide cover for even what role the NPC plays. It doesn't promote metagaming at the table, and it doesn't promote boon-hunting ahead of time by looking through the list before they're locked down properly.


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I'm very interested in a 'city-scale kingmaker' style thing. But it would probably need to be a couple years down the road from Agents of Edgewatch (just to avoid two very city/non-travel focused APs in close proximity). Age of Ashes had hints of it, if the GM does a lot of extra work around breachill between chapters, but it didn't quite scratch the itch for me.

Definitely down for a Geb/Nex AP.

I'd enjoy another one in/around the Sarkoris scar, working with/learning more about the God Callers. Though I wouldn't want it to be WotR part 2, The Clean-up. So not sure what the story would be....

Likewise almost anything in the Mwangi Expanse or south of it. I've felt that PFS is really starting to push the lore/expose world building there that I would love to have a deeper look at.

Otherwise, my main thing is just wanting more 'classical/epic fantasy' and less horror/lovecraftian themes, that I felt started to be overly common the last few years of PF1 APs.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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If the hireling is healing in combat, then the hireling has been willfully endangered by the player and is a viable target for enemy actions.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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Well certain quest givers (more so in PFS1 than 2) seem to be fixated on summoning their agents in the middle of the night, so murder hobo before dawn is fairly common with them.


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You shouldn't have to Hunt Prey every turn.

So round 1 probably does look like Hunt Prey, Stride/Step, (some kind of strike).
Round 2 probably is Command AC (some move(s), strike), (move if needed), strike, strike (if actions left).

Keeping the AC out of combat for one round, tends to help with their survivability too,

Of course if the enemies come to you (higher initiative/you delay/etc) that can let you get the AC into play on round one as well. In no case do you want to Hunt Prey, Double move, or Hunt prep, single move, double move AC ... that's jsut leaving your or your AC open to a lot of attacks.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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Crafting can come out ahead, but you need to be pretty invested -- you'll probably want specialty crafting, magical crafting, impeccable crafter at least, probably inventor as well. You'll want your Int no more than two bumps below the max possible for your level. (ie starting at, at least, 14, and boosting every chance). Once you have impeccable crafter, you can probably stop pushing Int and seeking out every possible bonus.

You'll want to be field commissioned, and probably get the Envoy's Alliance crafting workshop boon. Those extra days matter a lot in terms of finding the sweet spot of items that don't take so long to craft that they are obsolete by the time you finish crafting them.

Then you need to look for the items that work for you
a) consumables tend to be cost effective and craftable in reasonable amounts of time.
b) utility magical items (skill boosters, bags of holding, etc) or property (but not fundamental) runes also tend to be good candidates.

You want to find things at a DC that you're likely to crit (or likely to succeed once you have impeccable crafter). And things you want 'eventually' not 'as soon as you can afford it' -- ie that's why fundamental runes are usually a bad choice in society play to craft -- they'll take a full level worth of downtime in most cases, when you probably could have bought them as soon as you had access.

At low level's my crafters tend to spend their time boot-strapping the whole process -- crafting their sterling artisan tools for their specialty. Crafting a Crafter's eyepiece, crafting a bag of holding for holding all the other artisan's tools for later projects (once you have the Crafter's eyepiece you don't benefit from sterling tools, so you can just buy the cheap basic tools going forward and it tends to be cheaper to just buy them rather than craft at that point). Other good options before you have magical crafting are things like the extreme climbing kit, the spyglass, or cold-iron/silver weapons. Mundane things that are fairly expensive.

The biggest difficulty for me is that specialty crafting doesn't have a Special cause allowing you to take it multiple times for different specialties (and therefore combo-ing into Impeccable crafter). Often the role play story for which craft makes sense, doesn't align well with the items that character wants that fit into the good choices to craft. Ie most of my crafters are heavy armor/weapons type people so blacksmithing always feels right, but leatherworking or weaving ends up with the better choice of utility items.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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Feel free to PM me, I'm a VA in the Boston area, and can get you in touch with our VC (Kevin) who doesn't frequent the forums as much as I do.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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The point in making them uncommon was ensuring you ONLY get access to them through the feat that grants them. Not through Learn a Spell, not through things that say any common spell, etc The designers do not want people cherry-picking focus spells without having access to the feats (which also implies access through the class/multi-class dedications).

I would hesitate to consider this as rules-lawyering -- its a key/fundamental bit of how rarity, access, and availability work in PFS2.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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Its not on the chronicle sheet because its an uncommon item that all PFS characters already have access to by virtue of belonging to the Society.

That makes sense to me.

What doesn't make sense is giving it at the end of the scenario when you don't get to use it unless you buy it, and you already had access. If the intent was to remind players about some cool options out there, then give them one at the start of the scenario for them to use during and see if they like it.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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Remember there's also no wealth transfer between PCs. So even if you have the formula and are crafting the actual items, while you could loan them to PCs for the duration of the missing, you can't give them to them permanently. Plus they likely won't have proficiency, etc.

I'd say using regular craft to earn income, and then buy an extra slicer/chopper that you loan out to interested party members can probably fit your concept pretty well and works completely within rules that no GM should argue about.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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Its hard to say what's best. Both Cold Iron and Silver are definitely useful and semi-affordable at low-tier. When you get higher level upgrading them to standard-grade, in order to keep progressing with runes is a bit painful. I don't think seeking out a third special material is useful at low levels.

I'm currently planning to invest in a silver & cold-iron backup weapons but not planning to enchant them (or only enchant them about two runes behind my main-- ie once my primary weapon is +2 striking, the backups are +1, as the cost is miniscule by that point.

In your case with sword and shield spikes. I would consider making the shield spikes non-special material, pushing those as your main and getting doubling rings, with special material weapons to swap between.


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I'll be honest I was hoping for a platinum treatment of an AP. Fancy character journals never seem to work for me, without fail if I start using one that character dies in the next 2-3 sessions. I've pre-ordered all their 5e things, not because I play 5e, but I love the concept of their extras and wanted to see them bring it to PF. I've really appreciated their
a) handouts
b) art cards

The trinkets/props have been a mix bad for me, but as I haven't played the scenarios I can't say if they picked the right set.

The splitting a hard cover to a collection of softcovers has been an anti-value for me. I tend to prefer hardcovers, but if I was to split a hard-cover I'd want to split it into 'story' ,' maps','bestiary' chunks rather than by chapter -- that way its easy to have all three things I need open at once instead of flipping back and forth.

The art cards are generally well covered by the Bestiary cards, as long as AP specific monsters are supplemented, and possible important NPCs/locations.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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Bulk only cares about whole numbers. L does not count as bulk until you reach 10L = 1. You're not 9.8. You're 9 and 8L. The 9 is all that you compare for encumbrance purposes.


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Can you talk about how its worked from the player side -- ie given that you have a player-unknown hexmap, I assume the players have some blank (likely ungrided/unhexed) map they've been building up over time (or do you provide one occasionally).

I've tried a number of approaches for dealing with this, and none of them have been satisfactory for me so far.

I've tried giving them a completely blank map, with no lines An empty hex map. A black & white version of the master map with major features removed (but mountains/rivers/forests remaining), etc. Can't find the system that feels like exploration, but doesn't feel like 'work' maintaining the player/gm map differences, especially when the PCs have gotten lost.

Having the player-unknown structure seems to make it a bit worse, since you'll use completely different terminology to refer to areas. (The worst I had was when the player (not an in-character thing) flipped east and west on his map for two sessions). Took quite a while to figure that out.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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I've felt that starship combat is theoretically one of the better 'prolonged skill checks' I've seen in PF/SF. However starship combat was highly hampered by
a) the poor scaling DCs at launch (hence errata'd)
b) poorly balanced initial/intro combats (HP/shields/shield regen too high)
c) featureless early combats (if you only have opponent and your ship and no other 'terrain', neutral ships, escort ships, gravity wells, etc, then
maneuvering choices lack interestingness)
d) Straddling the border of 'too complicated unless used nearly as often as non-starship combat

If a, b, and c had been solved at launch, I think d would have been surviveable on its own, and would have greatly decreased the number of players who strongly dislike starship combat. However once that 'ugh not another starship combat' feeling as been entrenched in the community its tough to redeem it.

I still think it works well for a group that plays together often, knows their role well, and is willing to let the pilot do what the pilot wants to do, instead of driving by committee every round. It works in home games better than society play as a result. :(

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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TiwazBlackhand wrote:

Am i right in thinking that things published in adventure paths (like the Staff Acrobat dedication line) are not currently PFS legal?

Also, am i right in understanding that for most "Uncommon" features, you need both a Chronicle sheet AND legal owned copy of the source book?

If the AP has been sanctioned (like Age of Ashes), the sanctioning documents will cover what is available (generally via chronicles). There was a post somewhere, I'll see if I can dig it back up, that unlike PFS1/SFS, if an option from an Adventure (aka Module) or Adventure Path is on a chronicle the player did not need to own the source material but could rely on the SRD (currently AoN).

Source for not needing to own the books for 'sanctioned adventures'.

Note that thread also defines 'sanctioned adventures' as non-Organized play original content that has been sanctioned for OP use (ie Adventure Paths and modules).

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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However it has been clarified that it **does** cover any RP/rank requirements -- ie Secondary Initiation satisfies the Hellknight Test, satisfies the 'Knight Rank' requirement for Kinght Vigiliant/Reclaimant, etc


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We're not going to convince each other differently on this point. I've said my piece.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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As people tend to mention, uncommon covers at least three different types of rarity -- 'regional/world level rarity', 'things that can heavily impact types of stories'. Spells have a third cateogry as well -- 'focus spells for a class'.

I don't think we'll ever see a way to grab another class's focus spell on a chronicle.

For the first two types, the spells that have been printed so far, skew more towards the second bucket than the first. Most things are uncommon if they a) invalidate travel (teleports), b) short-circuit investigations (scrying/divintion), c) deal with the alignment-system too much (making it easier for people to remove alignment if they want).

The regional/world rarity type of things I would expect to see appear on chronicles from time to time, we just don't have a lot of examples published in that category for them to pull from. For the 'game-changing spells' I don't think they'd add my a) or b). They might add c).

Some of the 'Power Word' line of spells feel like they might be the 'uncommon in the world' type of rarity rather than the 'warning to the GM this breaks types of stories', so I think I could envision them showing up on a chronicle at some point. But from my quick scan I wasn't seeing others that felt fit that bucket.


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I think I'm up on all the rulings for PFS2; don't think we've seen one on this topic. Personally I've never seen a GM (nor thought of it myself when GMing) to have the resistance granted by a champion's reaction apply to the persistence damage condition.

My current interpretation after reading this thread:
a) Yes, the resistance granted by the champion's reaction would snapshot onto the persistent damage. So if the you were a level 2 champion, and your ally got hit with an attack that was doing 1d6 persistent, the condition applied would effectively be 1d6 -4 (minimum 0, not 1 as is usual). This appears to appears to follow from the using what Resistance All means, and the Communities, Resistances, and Weaknesses section of the persistent damage rules. This does feel a little odd, but I don't see anything to block it.

b) No, You can't retrigger your champion's reaction when the condition-based persistent damage ticks. So part a) is still blocking some of the damage, but you don't get your retributive strike/reapply enfeebled/free step each time it ticks. The trigger is not met.

However I would fully expect to see table variation on point a. I don't think you'd see much table variation on b.


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Unsatisfying to most players.

The Necromancer class fantasy doesn't work well in multiplayer TTRPGs.

The two main visions I hear people talk about:

The Horde of undead army approach isn't multiplayer friendly due to turn length/action economy. I doubt any version in PF2 would allow it. The closest you might get is a 'swarm' or 'troop' singleton minion. But I think people wanting necromancers wouldn't like that apporach.

A small number of 'powerful' minions (again I can't see PF2 allowing more than 2 and even 2 is a stretch). If only one, it still would be on par with an animal companion, and typically that's seen as a weaker option. If you have mutliple somehow, they'd have to be even weaker. Which also wouldn't match the class fantasy. The APG's AC related archetypes might gives us some more balancing points, but I have a hard time picturing any outcome that would make necromancer players happy and still be balanced.

The root cause is the necromancer wants to be a full party level of power in itself, or at least that tends to be the vision people have.

As a single-class 'gestalt' or 'uber-gestalt' for playing a one PC party versions an adventure, I can see it working. But that's not a variant I expect to see custom classes released officially for.


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Ravingdork wrote:

I just wanted advice on different ways it could be handled. Hence, why it's in the Advice forum and not the Rules forum. But people keep saying "no, the rules don't allow for it," which isn't exactly helpful.

I'm also sick and tired of PF2E GMs telling me "No" all the time on small asks.

You have a lot of threads complaining about GMs telling you 'no'. If this example is typical, you should consider rethinking how you ask your questions to GMs. Make sure your understand what you're asking, and what you want out of the GMs. Are you asking a rules question, are you asking a 'reskinning/reflavoring' the rules question, or are you asking for help with cooperative storytelling?

I can easily see a question feeling to you like the last, while feeling to the GM like the first type of question. A rules question tends to get a mechanical answer.

Now if you're instead saying 'Hey I saw that cool spell that XYZ used, I'd like to learn it via Learn a Spell, but need a source, can something be worked into the story? This feels important to the character, so I'd to avoid outright copying from a spellbook, and instead flavor it as research and interacting with some new NPCs or arcane locations', I think you'd get better answers (at least outside of PFS play); sure you might still need to pay some gp to the npc or the library, or do a (should be small) side task/quest for them. But you get the resulting narrative you wanted.


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You started out asking "Should PCs be able to learn new game mechanics, such as spells, through observation alone?"

That's very different from can my character be inspired from seeing a spell cast, to do the usual way of learning a spell?


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No you didn't go rules as written.

You saw a spell cast and wanted to learn it.

You went back to town and talked to people and magic. There wasn't someone who knew the spell/had the scroll/had it in their spellbook.

You fail at your first 'check'.


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At 1st level, one crit away from a boss monster, maybe. But even that that seems exaggerated.

I've GM'd every PFS2 scenarios, chapters 1-3 of AoA, Fall of Plaguestone, and Chapter 1 of Extinction curse. Have about 110 tables of credit as a GM as PFS counts things. I think I've had 5 near tpks. (3 of which where in Fall of Plaguestone). No actual TPKs, no character deaths (some very, very close calls -- out of hero points on their dying three recovery roll). I've played about 1/2 the PFS scenarios as well.

Almost every party has had at least 1, if not two characters with medicine and feat investment, not on the default party healer. So yes making sure your party, has a healing and backup healing is important. If you're playing society and not have the luxury of preplanning the party, it becomes even more important to have a plan for healing. If your character has no innate healing (spells, skills, feats), I personally feel you should spend a bit on consumables (not counting the pathfinder training/schools items) as your contingency. I like to keep two on-level healing potions, one on-level antivenom & antiplague, if I'm not investing in character options.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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Yes, dev's speaking in their unofficial capacity outside of official errata/statements are not official ruling, and I shouldn't have called it a ruling. However it felt like the consensus that had emerged, w/o dev statement was that hero points were NOT 'use before knowing result'.

However...
Dev's will typically answer if the questions is not a 'ruling' (which implies the original rules left multiple interpretations), but instead can be answered by quoting the rules. In this case I take Mark as doing the latter, calling out the that the absence of the text was intentional, and the rule is as written, without the implied 1e spin people had been reading into it.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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I was double checking the possibility of retraining from 3 points swords to field-commissioned agent, and while its ultimated allowed explicitly by the guide the layout/organization of the rules makes it a little awkward to track down.

1) Player Basics, Assigning Points
Discussing the allocation of points, and then provides for the retraining of those points. Discussed in a way that makes it sound like that retraining can only deal with changing how you assigned the 3 points, not the opt-in/opt-out choice.

2)Player Basics, Field Commissioned Agents
No discussion of retraining.

3)Player Basics, Downtime, Retraining
Expands the rule as introduced under Assigning Points to also include Field Commissioned Agents.

I think it might be more clear, to leave item 3 as the canonical rule. Change the reference to retraining under Assigning Points to simply say 'This allocation can be changed with retraining'<link to retraining section>. Don't discuss the time/details here.

Add a 'This choice can be changed via retraining.'<link to retraining> in the field commissioned section.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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I don't think its correct to 'blame' you for it. I think there's a lot of factors at play -- we don't know what the guidelines you received were, we don't know if those guidelines have changed over the months since PFS2 launched, we don't know if the guidelines are different for 1-4 and 3-6 tier. Empirically it has felt like its been getting harder, and that may be a good thing, just wasn't communicated. Or it may be that that was no change and 3-6s have always been harder and we just have a smaller sample size until recently. Etc.

I think I've run this one 4 or 5 times now and its one of my favorite PFS2 scenarios in spite of the critiques that I've had of it. I've been trying hard to develop better improv roleplay skills and this scenario I felt really worked for me there. Maybe because I had a military background so it was easy to layer some of that experience on them, maybe because while the roleplay felt integral to the story and scenario, there was practically no mechanics involved to get caught up in and worry about messing something up by adlibbing too much.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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NECR0G1ANT wrote:
Rysky wrote:
Eric Nielsen wrote:
I thought the resident T-Rex said no metallic kobolds in Golarion though.
That was before the announcement.
Here's the link.

Thanks I had missed that. I'd still wonder a bit if metallic koblods are on Golarion, since that does seem like the creative director's call. Even if they were added to the book. Of course even non-LO 2e books are still Golarion default/infused, so I think that divergence is less likely than it would have been in 1e.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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I feel there's about 4 main types of rebuilds:

a) nearly complete, you're just not happy with how the character is playing at all and are going to change nearly everything.

b) swapping a small set of things you can't change with retraining

c) swapping a considerable number of things that could be retained, but are time prohibitive

d) swapping a small number of things that could be retrained.

They all interact a little differently with this free (and later AcP costed variants) rebuild.

A) You're likely to want a completely different of gear. You might have changed fighting style/armor proficiency, etc. Being able to get your new gold total quickly and easily is nice. 15% might be a touch excessive compared to the total most characters would end up with under a full accounting, but its the right ballpark.

B) This is particularly common with people wanting to swap in a leshy/hobgolbin/lizardfolk, or forward looking to the APG. And you're probably not changing your gear. Here's where the gold fee is a bit hard on people. Perhaps in the future OP could consider a 'Ancestry Change Boon' at some AcP cost, when applied it swaps your ancestry out for any you have access too (including for an AcP purchased one etc). Includes changing all ancestry feats up to your current level. Probably need a 'Background Change' as well, but I think it would get less use. There would be no gold fee on this, and no non-ancestry releated changes. If you are switching from an ancestry granted weapon, you're going to need to do the usual sell-back/purchase path.

C/D) Feels like an 'Training Montage' boon for some AcP that gives you extra downtime days that can only be spent on retaining, could be a solution. Again, no GP change (and no special sellback provisions, just use the normal rules)

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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One thought I had, is that it also might be an effort to encourage people to use the downtime retraining options more. Even a heavily optimized crafter (or earned income w/ feats & boons to do on-level dcs instead of level -2) would still rather have a couple adventures loss of downtime -- to swap a couple of feats or re-assign pathfinder training points, etc -- instead paying 15% for those changes.

Now this doesn't help when you want to swap in a new ancestry, but basically leave everything else the same (which I know is one of your particular use cases).

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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Its intentional.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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I think 'Adventures' with a capital A is the new term for modules. While adventures with a lowercase a is the generic term for any playable content.

And as Nefreet says, both Adventures and Adventure Paths are run under campaign-mode/home game rules, so there's no interaction with the guide. Though I've often given the player's with glyphs the ability yo give out extra hero points, when I've been running those.

For quests, I would like to see an explicit clarification, I think its correct that you didn't get bonus hero points there since they're short. But I haven't run quests at tables with players with glpyhs yet so I haven't had to look too deeply into it.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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Code roll is Paizo's terminology for launching a new version of the code running their website. Other places might call it an 'update', a 'release', a 'deployment', 'push', etc Lots of terms used throughout the industry. I hadn't heard code roll before, but I'm guessing its short for 'code roll out'


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Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Superscriber

The biggest problems I've had with my Fighter/MC Wizard and my Sorceror/MC Champion, is accuracy with their MC abilities. The fighter wants to avoid spell attacks and spell saves, so self-buffs, mobility, and battlefield control (walls/fogs/etc) have been my go to.

The sorcror first on the other hand, basically never wants to swing a weapon, its a bad use of an action.

So anything that helps keep the accuracy close to a non-fighter martial would be good.

The second biggest problem is the action economy. I'd like to see a free-action/once-per round type thing to 'if your previous action was a strike and your next activity is Cast a Spell, remove an action from the spell.' typpe of thing. But I'm more about wanting to mix spell and strikes, and less about the 'deliver touch spells through weapon' view of a magus. I don't want the 'strike + cast a spell' to be 'unable to move stay stationary the whole time' due to no actions unless quickened.


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Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Superscriber

If you are trying to one-character tank for a party, you should look at shield Ally and non cantrip shields, getting to Sturdy shield as soon as possible. That extra ac and damage soaking goes a long way.


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Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Superscriber

I've been theory crafting a Dragon Barb, who wants to emulate dragons early on, so been looking at a pick (his 'bite') and a slashing weapon (his 'claws'). Feels more thematic if the claw-analogues are agile, but as Catillano says, agile is bad for rage. It'll probably end up being a battle axe as his off-hand weapon, still feels very barbariany to me. And sweep on the axes is at least semi-agile so it kinda acts as a lower cost iterative attack. Its still hard to see when he would actually choose to forgo the pick in most settings. At which point the free-hand for grab/thrash type actions also feel like they could be thematic and used a bit more often.

Definitely feels there's a lot more room to play with weapon choices as a barb this time around which is nice.

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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Plaguestone is only run in campaign mode. So its never run with society characters directly.

The default assumption is you play it with whatever character rules the GM running it has -- starting a level 1, and leveling to 2nd and 3rd level at various points.

Then upon completing the entire story, assign the chronicle to a PFS2 society character, giving that character 1 level of experience (12xp).

2/5 5/5 Venture-Lieutenant, Massachusetts—Boston aka NielsenE

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Another scenario that references hellknights in the mission briefing and can be problematic with a hellknight character

Spoiler:

PFS1 4-18: Veteran's Vault
One of the mission givers is on the run from the Hellknights. I've had a hellknight character try to arrest her mid-briefing. Can kinda derail things....

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