Hi, just wanted to ask about this specific skill feat (ranked as blue in the guide):
As I read the feat "When you are Avoiding Notice and your allies Follow the Expert, you and those allies can roll a single Stealth check, using the lowest modifier, instead of rolling separately. This doesn’t apply for initiative roll". This reads to me that I'm not keeping anyone from blowing any skill checks, rather that I make them blow my stealth check, because we will be using their modifier. Is there something I'm missing here or why is this feat considered good?
So, to address the title-question, (I might repeat what has already been said in the thread, because I'm not reading three pages. I saw some mean-spirited takes very early and I want to spare myself but also offer my simple opinion). I think it's good to see it from other people's perspective and remember that there may be different perspectives in the same camp: From the sub-reddit moderators' perspective, I don't think it's a hateful reason why they removed your threads and changed the rules. *I think* it's purely that your posts made them realized that they had to take a stance on the matter, of letting people advertise a specific kind of paid services on the sub-reddit or not. And they chose to discourage it. Not to thwart you or any other legitimate DMs. But to completely remove any chance of anyone abusing the sub-reddit as a platform - if it is normalized it is much easier for people to get away with scamming or half-assing it. And I don't think there is a real, feasible way of controlling who is and isn't a legitimate, professional pay-for-play DM.
And I think they should be allowed to make that decision for the sub-reddit they moderate, because they are not being payed to moderate. They shouldn't have to take on more responsibilities, it's up to them. --- The users on the sub-reddit who spewed vitriol at you (and some of them may also be moderators, I don't know); I think they're just uninformed, narrow-minded (or possibly just unwell) people who can't restrain themselves from typing negative things.
--- From my perspective, I just don't see why I would pay for a DM when I have my playgroup with decent and good DMs.
I feel like Charisma is a bit underrepresented here. This is something I have changed my mind about over time, a few years ago I would probably not have had these thoughts. To me, Charisma is a very important ability score to invest in, because I want to use it all the time. Charisma opens so many opportunities in the game, just through the skill bonuses alone. To (just) go from inconsistent to semi-consistent in charisma skill check successes is a big thing and changes how I play. Of course, this is a very soft-rules area and the usefulness of charisma based skills varies greatly between tables and who you are as a player.
To me, Charisma is important enough to warrant consideration for every character I build and very often is my 2nd or 3rd highest ability score. And I really do think it pays off, many times. To make it perfectly clear, I'm not saying that investing in Charisma is my favorite way of building unoptimized characters. I'm saying that a character could very well be unoptimized because it doesn't have Charisma (again, this varies greatly depending on what table and player you optimize for - not throwing any stank on other people's preferences). Granted, I have limited experience with PF2 so I can't speak too much about how it works exactly in this edition. Though from what I've seen, there are less substitutes for Charisma than in PF1? (Student of Philosophy, Inquisitions, etc), making me think that Charisma is more important than previously (at least for me). ---
But I do think that they don't have to be "perfectly balanced" (put in citation marks because "perfect" is very hard to define) - what I mean is that I don't think "perfect balance" is needed to enjoy the game (or build/brew characters). And I do absolutely think that they shouldn't be symmetrically balanced - I'm mentioning this because I'm not sure that Charisma should have generic mechanical benefits (like saves). I think that could risk turning Charisma into an artificially useful Ability Score, functioning as an Ability Score tax that you need to invest in (contra an Ability Score that some players wants to invest in). But that's just my opinion.
Rents wrote: Do I just have to make situations to force them off their mounts? NO! They are playing mounted characters, do not engineer situations that disallow them to play their characters! Don't target your players because of their choice of play. I'm serious. Players outputting a ton of damage is not a problem, just let them.
Iroran Paladin wrote: Iroran paladins meditate on self-perfection and train relentlessly, knowing that their example can inspire others to excel. Irori offers no universal paladin code— each paladin in his service creates his own code as part of his spiritual journey, seeing the adherence to such a self-formulated creed as one of the many tests one must face to reach perfection. To me, this means "Yes, they absolutely have to". Doing anything else would be such a big flavor fail that I honestly wouldn't allow it at my table. But what I'm quoting isn't rules text, and there are no rules that states that they all have to.
My group used to have this problem as well. The players sat down and thought out a "smart" plan, only to get it instantly foiled because they had missed some vital information. - This happened multiple times. Now days, the players mostly have a quick talk to make sure everyone is on the same page and then goes in guns blazing - Works out much better.
OmniMage wrote: The wish spell has a cost of 25k GP because its not a spell any player should be casting often. You shouldn't allow any trick to work if it cheats this limit. blahpers wrote: By the time you're flinging wish spells, finding a means of exchanging 25,000 gp for a 25,000 gp diamond ought to be child's play. This.
In my games:
2. It is very reasonable if he/she has reason to suspect an ambush. Being a good tactician or succeeding a sense motive check to notice that something is off/you're walking into a trap is enough reason.
3. "Can your mumbo-jumbo fix my weapon? Or does that only work on people?" is a very natural question for anyone in your situation.
Please don't assume we know what ability you are referring to. There are multiple 'misfortune' abilities in the game. @David Knott 242: There is nothing in the rules demanding that a DM have to operate in the way you suggest. Other re-roll powers don't function the same way as this one. Reading this one as is: You are better of using it on yourself or allies.
From another thread:
Rub-Eta wrote:
A few things stick out to me:
xSaber0022 wrote: we're usually canceling them because the GM and one of our players constantly have to cancel for multiple reasons It's evident that everyone in your group does not share the same engagement. And that should be okay, but you may need to talk to the group about this if it bothers you. Maybe consider playing even if you're one player short? xSaber0022 wrote: rant about how there needs to be more GM respect at the table and how he doesn't have the time or patience to read 500 pages of the rulebook I have no respect for this person as a GM and would honestly not allow him to GM at my table. There is no excuse for not knowing the rules of the system. The bare minimum is knowing enough so that you can make a quick decision in any situation (even if it's not 100% correct).Being defensive about it and demanding respect because of your title is just plain childish. I honestly would suggest that you (politely) suggest to your group that you can start your own game, where you will GM and play every week (that the "normal" campaign isn't running, if people still want to play that game), even if all players aren't present.
Lady Platypus wrote: - A new national holiday named after us, to celebrate our future achievements. I hope you have a group name, or else it's a going to be a mouth full. And everyone will hate you. Lady Platypus wrote: - A large manor, just outside the capital, to call home. Just one? Get multiple castles with servants! Lady Platypus wrote: - Unrestricted access to all knowledge places, such as arcane academies or libraries. NERD! Lady Platypus wrote: - A monthly payment (nothing gamebreakinig) to sustain our basic expenses. Eh. Weight in gold sounds better. Lady Platypus wrote: - Becoming nobles, with a title high enough to be more important than most other nobles (except for the crown's family). A noble title is enough. The other nobles will get a bit butt-hurt otherwise. Lady Platypus wrote:
Nah, the shop-keepers will hate you. Addition: Any hot daughters? Any hot sons?
Any class that requires deep knowledge of the system and options, or a class that has complex class abilities.
I feel like the Ranger is a good class to introduce new players to. It starts as a straight martial class, 2nd level they get a limited option of feats and they eventually get some spell-casting, and animal companions don't require much at all.
jscott991 wrote:
Comic books don't take 2 years to get through, though.
If your BAB is 7, then it's not 8. 7 is in fact a lower number than 8, so you do not fulfill the prerequisite.
It's almost as if Paizo already knew that the game could be overwhelming for new players.
Egeslean05 wrote: I was actually hopping for an actual constructive answer, not '*froths at the mouth* ARG is bad'. There's a reason I'm asking about using the Race Points system, I'm not just doing it for fun. I understand. But I'm trying to tell you that what ever reason you have, you're asking an impossible question. There is no reason in the race point system, we can't logically value anything in RP as it's all over the place. If you use the system of your own volition, just stop. If you're building a race to get approved by someone else, ask them instead.This is as honest advice I can give.
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