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Organized Play Member. 141 posts (188 including aliases). No reviews. No lists. No wishlists. 7 Organized Play characters.


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After reading through everything. I think I'd like to start with Roll20 for now just for simplicity sake. Does anyone have any advice on how to set up the box/adventure without having to rebuy it through roll20?

Will probably do some studying on Foundry and eventually switch to that if I can actually learn how to do it. A lot of people have been talking about how good it is. So I definitely want to give it a fair shot.

Thanks for all the input everyone !


So... I'm having some mixed messages. Can Roll20 do everything or no? Seems like it's limited but also okay to an extent. Also when I was messing on Roll20 it looked like you had to buy their version of the beginner box than use what you already have on Paizo. Not sure if there is a different way to work that?

Foundry seems super complicated but would also be good for long term campaigning. I don't mind the price point I just don't want to not be able to use it after buying it. lol


Kasoh wrote:

I've used Roll20 to great success in PF1 games for many years. It does exactly what I need it to do, which is host maps, tokens, and PC character sheets. Those sheets do what my players need them to do: All the math.

I do not care for the Roll20 PF2 Character sheet. It does many things well, but there are only 2 buff and debuff types (status and circumstance) so the failure of the Roll20 sheet to have buff settings was something of a deal breaker for me.

For its price point, Roll20 was the best solution though.

But, I heard about Foundry here on these boards.

It does everything Roll20 does. Hosts maps, tokens, and has character sheets. I like its dynamic lighting setup better than roll20's as well. The Character sheet for the PF2 system is excellent and I have no complaints about it so far. I find combat to be clunky, but that can be just learning pains.

Some people are way into automation and Foundry does quite a bit of that as well if you look for the right modules. I don't need that, so I have no strong opinions.

My largest and biggest complaint with Foundry is that you need to know something about networking to make it run. I know nothing about it and I have no desire to learn anything about it. There are a lot of guides and walkthroughs for people who wish to learn or muddle through, but you might also have to deal with your home network's Sysadmin or ISP, or both.

The eventual solution I ended up with was that a roommate set up a server on a virtual machine to run Foundry. The caveat is 1) I'm sure they expect a seat at my table now and 2) the entire game is dependent on them keeping this thing up and running. If you've ever wanted to struggle with folder permissions when all you really want to do is add some token art, then I cannot recommend Foundry highly enough.

If you are tech savy or can muddle through it, or are willing to pay money to a third party service to host your game, or if you think I'm being melodramatic and it can't possible be that annoying then Foundry is a...

Why does it require networking and stuff? That sounds way out of my ability to learn range. o.O

What would you have used if not for the help with foundry?


Hey again everyone. Since my other post kind of exploded I figured it would be easier to make a new thread for this specific question. After taking a lot of time, I've decided to give 2E a shot but I'm not very familiar with VTT's and would like one to help make the campaigns as involved as possible.

Planning to do Beginner Box into the Troubles of Otari adventure. With the eventuality of doing more if everyone has fun with it.

I looked at Roll20 but they seem pretty limited in what is capable.

Someone had mentioned Foundry but it seemed really complicated to use and I wanted to get more of an understanding before dropping any money on any kind of VTT.

Also don't mind looking into any other VTT's that people might have good history with. These were just the two I've heard of at the moment.

Any help is appreciated. Thanks!


CrystalSeas wrote:

The single best investment you can make is the $15 on the pdf of the Beginner Box.

Learn the player rules (Heroes Handbook) and the gamemaster rules (Gamemaster's Guide). They are the foundation for running and playing PF2.

That package also gives you the maps and pawns you need to run your first adventure on Roll20.

Once you have mastered those, get the Player's Handbook, the first Bestiary, and the Game Mastery Guide.

And then you can start branching out with different advanced rule books, adventures, Adventure Paths, and so on.

Alright. Thanks! And the Core of course, right ? So people know races/classes? Is there an advanced race/class?


Thank you everyone for all the wonderful advice and discussion! ^^ now I just need to figure out what books I need to invest in and how to use Roll20s Virtual Tabletop to play with my friends.


The Rot Grub wrote:
SpiritWolfFenris wrote:
CrystalSeas wrote:

I'd really suggest the Beginner Box adventure not just as an introduction for your players.

The Gamemaster's Guide is one of the best teaching tools I've ever seen for teaching new GMs. It's a two-level dungeon that walks you through all the stuff that might be different and brings tactics to your attention for running the monsters.

It clarifies a lot of what's new in PF2, and can be run in approximately 3-4 hours. It also leads into the next adventure: The Road From Otari

Is there a way to do Beginner Box online? That may be a good way to start everyone off. Then switch to chosen made characters for RFO.

The GMs guide sounds useful too. Thanks!

The Beginner Box which has the adventure is not free online.

Are you using a Virtual Tabletop?

The PDF for the Beginner Box is $15. Some VTTs sell Paizo adventures/content where all the maps are prepared for you. Me, I use Foundry VTT and I converted the PDF maps to JPGs so I could use them in Foundry.

I'm not really sure about the VTT. Not super familiar with anything out of Roll20. Price doesn't bother me since I see it as an investment for entertainment. I totally would like to know how best to make the online experience fun for all. Was wondering how to work out map things for scenarios and stuff.


CrystalSeas wrote:

I'd really suggest the Beginner Box adventure not just as an introduction for your players.

The Gamemaster's Guide is one of the best teaching tools I've ever seen for teaching new GMs. It's a two-level dungeon that walks you through all the stuff that might be different and brings tactics to your attention for running the monsters.

It clarifies a lot of what's new in PF2, and can be run in approximately 3-4 hours. It also leads into the next adventure: The Road From Otari

Is there a way to do Beginner Box online? That may be a good way to start everyone off. Then switch to chosen made characters for RFO.

The GMs guide sounds useful too. Thanks!


Kyrone wrote:

It will depend, PF1 is great for people that love to make characters and like to try to find the combinations that work and make you strong, but you pretty much win the game at character creation.

PF2 the victory will be determined inside the battle and is easier to GM, but players might find character options weak because they usually don't increase your power but increase you options of what you can do.

Understandable. But I think trying to find strong characters as new players is the least of their worries.

Though I now have to wonder if the adventure that's just released is a good intro to 2E or should I try a different one?


WatersLethe wrote:

Fire up Pathbuilder and start generating characters. Super simple and easy to get started.

As for my opinion:

PF1 is ONLY good now if you have a dedicated, focused, veteran group of PF players that know the rules like the back of their hands. It still has those glorious moments when the build you theorycrafted comes online and all the moving parts mesh and you get to watch your character just sing. With system mastery, you can make characters that do tons of different things without being super OP, and it's best when everyone follows that philosophy.

PF2 is easier to learn, easier to teach, easier to GM, easier to focus on pure RP, and easier to homebrew. It's almost impossible to break the game and ruin the GM's hours and hours of work. PF2 allows for hardcore theorycrafters to play at the same table with rank amateurs without making people feel bad.

The only downsides versus PF1 in my opinion are: as default, characters can't do as much as they could in PF1, and the tight math means you can't typically steal the spotlight. The first is solved by Free Archetype rule, and the second is a good thing more often than it's bad.

You make a very good point. Since they don't support PF1 anymore trying to teach people it is kind of redundant. Even though that should have been obvious, I didn't even think about it.

I dont really get how to convert 1E adventures or where to locate complete ones that have been. Found one that only did one book of the set and that doesn't really help too much.

But being able to play with all sorts of people would have a major impact. I fell into the hardcore theory crafting at one point where all my friends haven't touched anything d20 but want too.


Malk_Content wrote:
SpiritWolfFenris wrote:

Wow, thanks everyone! I'm starting to realize the error of just jumping to conclusions. Seeing people talk it out does help in a certain light. A lot of my problems from PF1 do seem to be mode stabilized in 2. Super high numbers constantly did seem to backfire in the later game making exploration kind of moot as was mentioned about rogue reflexes.

So if I tried PF2, how deep does the class builds go? I did enjoy making a lot of shenanigans in 1 but I do get how so many were either too broken or just not useful for a lot of content.

As a point in favour of stability. Paizo now create adventures going all the way to level 20. That speaks to their confidence in the balance of the system.

In terms of shenanigans, you are never able to take an option that is going to break your character wide open. There are hard-coded maximums to all bonuses. While you can shift yourself into a new category, you'll never break the limits of the system.

For example you can absolutely rock a sorcerer knight in heavy armour, and that lets you move some ability prioritization around and eek out a bit more AC. What you can't do is make a sorcerer knight whose AC will exceed that of a well built standard fighter.

The fundamentals of your character are locked by your class choice. This means you can't shift it that much, but it also means you could spend every single class feat on Multiclass or Archetype options and still be an effective character. You aren't having to buy any +1s here or there. I made a super cool Monk with a Bard Dedication. I got some spellcasting (mostly to make up for my poor ranged capabilities) and a more limited Inspire (that worked well with the Monks already great action economy) and didn't have to sacrifice any of the core maths of my character.

Thats really cool. So the new adventures theyre releasing are built with 2E in mind?


Off the top of my head, I'm not sure. Its been a long time since I've seriously played. I know I made some ridiculous stuff.. like a goblin witch who had the power to use their hair as a weapon and was feral for other stuff. But that was a bit more OP than it should have been. Lol

I think ranger felt kind of bland. Even when you went primal/transforming.

But that's the open variety I enjoyed.


Wow, thanks everyone! I'm starting to realize the error of just jumping to conclusions. Seeing people talk it out does help in a certain light. A lot of my problems from PF1 do seem to be mode stabilized in 2. Super high numbers constantly did seem to backfire in the later game making exploration kind of moot as was mentioned about rogue reflexes.

So if I tried PF2, how deep does the class builds go? I did enjoy making a lot of shenanigans in 1 but I do get how so many were either too broken or just not useful for a lot of content.


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Claxon wrote:
Midnightoker wrote:


For what it’s worth as someone that’s played a lot of PF2 with a bunch of new and old players, I disagree heavily with their position.

The game is much more tactical, less ivory tower design (tower is basically gone), characters have a wider foundation and hyper specialization is capped so you don’t have trivial encounters.

Character building is vastly better as you have an assortment of options that weren’t even viable in previous 3rd edition adjacent systems.

Sure you’re not landing as many attacks, but you also have a million options on your turn and three actions which is a massive step up from “full attack five foot step every turn” of previous editions.

It may not be everyone’s beat, but it’s my personal favorite edition thus far (even compared to non DnD editions).

I agree the game is much more tactical. That turns out to be one of the things I hate about it.

If I want to play the wild raging barbarian I don't want to be tactical. But I'm forced to be. The system punishes you if you try to play PF2 like you played PF1. You have to be very tactical, finding ways to debuff your enemy and buff your party aren't simply rewarding options, they're downright required.

I'm not sure what you mean by wider foundation, but I agree you can't hyperspecialize into something. However, to me it's worse than that because I don't' feel like I can even specialize in something. About the only optimization you can really do for you character build, is simply making sure you have the highest ability scores you can in the stats you care about doing stuff with. Everything else is basically on rails progression. But yes, there aren't trivial encounters anymore. Unless they're like 2 levels below you.

Personal I don't see the character options as being more (or even close to equally) robust than what was available in PF1, but I think it's probably an unfair comparison considering length of time each system has been out.

So I agree with some of your observations. I...

See, the more you explain PF2 to me, the more I'm hesitant towards it. Like, I'm a huge fan of having fun with your character and going ham if you want too. I like the focus on building and putting in more time with them. Especially with ACG added.

I'm not against tactical, but I want people to have the option if they choose to be or not. Just be silly and have fun with the overall campaign involved.

I may give it a try at some point, but for the sake of doing PF1 adventures, I may stick with the system I know and just continue researching PF2 once I can afford the books.

What "problems" do you think PF2 fixed from PF1 though?

And I haven't done any research on Starfinder at all.

Still open to peoples view points on PF2 as I do want to get more input overall.


Midnightoker wrote:
SpiritWolfFenris wrote:

Oh wow. I really appreciate the honesty to this. I really love PF1 which is why looking at PF2 gave me some drawback to it as a system. Considering I own quite a few unplayed adventures from PF1, it really does help settle my choice. Thank you so much for being this upfront.

Claxon wrote:

Without starting an edition war...

PF2 is a game I don't care for and don't want to play having giving it a moderate go. The success rates for attacks (and everything else) leave me constantly feeling dissatisfied and like my character is inept.

PF2 feels like a completely different game, just with similar underpinnings of a d20 system.

If you intend to play it, it's best to forget everything you know about PF1 and start over. Even some lore (implicated or out right stated) has changed from PF1.

As for converting a PF1 adventure to PF2...it can be done. But no it's not going to be very straight forward. You will have to alter the stats of every single monster and then figure out how to convert special abilities.

Let me put it like this, if for an analogy we liken PF1 to D&D 1st edition, then PF2 is like 3rd Edition D&D, it terms of scope of change. Or at least that's how drastic it feels to me.

The name and underpinnings of a d20 system are really the only similarities.

For what it’s worth as someone that’s played a lot of PF2 with a bunch of new and old players, I disagree heavily with their position.

The game is much more tactical, less ivory tower design (tower is basically gone), characters have a wider foundation and hyper specialization is capped so you don’t have trivial encounters.

Character building is vastly better as you have an assortment of options that weren’t even viable in previous 3rd edition adjacent systems.

Sure you’re not landing as many attacks, but you also have a million options on your turn and three actions which is a massive step up from “full attack five foot step every turn” of previous editions.

It may not be...

Would you be able to expand on this wider foundation? And how you have a million options?

I've been listening to a lot of D&D5e but I still prefer Pathfinder. Would that be a more viable comparison to PF2?


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Oh wow. I really appreciate the honesty to this. I really love PF1 which is why looking at PF2 gave me some drawback to it as a system. Considering I own quite a few unplayed adventures from PF1, it really does help settle my choice. Thank you so much for being this upfront.

Claxon wrote:

Without starting an edition war...

PF2 is a game I don't care for and don't want to play having giving it a moderate go. The success rates for attacks (and everything else) leave me constantly feeling dissatisfied and like my character is inept.

PF2 feels like a completely different game, just with similar underpinnings of a d20 system.

If you intend to play it, it's best to forget everything you know about PF1 and start over. Even some lore (implicated or out right stated) has changed from PF1.

As for converting a PF1 adventure to PF2...it can be done. But no it's not going to be very straight forward. You will have to alter the stats of every single monster and then figure out how to convert special abilities.

Let me put it like this, if for an analogy we liken PF1 to D&D 1st edition, then PF2 is like 3rd Edition D&D, it terms of scope of change. Or at least that's how drastic it feels to me.

The name and underpinnings of a d20 system are really the only similarities.


Hey everyone. Hopefully I got the right place for this. I'm coming back to Pathfinder after about a four year hiatus and see everything has changed but definitely confused and overwhelmed quite a bit. So I have a few questions about this new stuff.

First, how does second compare to first? What are the changes that make a big impact? Does it simplify? Make things more interesting? (I was always a fan of how much you could do with 1st edition and thats why I enjoyed PF more)

Also can second edition be ran comfortably with 1st edition adventures? Like Rise of the Runelords, etc? Have a couple friends who are new and using it as a gateway since its a fun and mostly straightforward campaign to me.

Any help and explanation is appreciated. Thank you so much!


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I just wanna say.. to the person who posted the 'review'.. You can't review something you haven't read... Jus' sayin' <.<;


Tels wrote:
SpiritWolfFenris wrote:
Does anyone know roughly how long it takes for the SRD's to get updated? Want to read stuff while waiting.. lol
The ACG will be out sometime in September.

Oh wow, so no time soon. T_T Bummer, guess I just have to wait then. Thanks for the quick response!


Does anyone know roughly how long it takes for the SRD's to get updated? Want to read stuff while waiting.. lol

1/5

What game, where? I don't see anything on the event schedule.


Hmm.. I'm very interested. I had a character made for this adventure (have yet to play though), was a Samsaran Winter Witch.. but since you have one, I suppose I need to come up with another option. lol

1/5

Here is an example. -> https://www.dropbox.com/s/00nq5fqd20dbdoc/Varen.pdf

They e-mail it to you, and you can print it out. Should answer all your questions/concerns.


EXTERMINATE! I mean yes!


I was interested but never got an answer to the race selection available. Lol it's cool though.


Like others have said, it can become a very explosive issue if people aren't spoken to about it, especially parents. It's one thing to GM with minors at a table in a public setting (ie; society), but the fact that she is in a home game can cause great distress for parents. She could be simply telling her parents "I'm out with friends" which is all nice and good till they find out the friends aren't of her own age. Talk to the people involved in the situation first and see what's going on before making a decision, but you don't want to get caught in something you don't want to deal with.

1/5

Haven't signed up yet but still interested. I have a dozen characters ranging from levels 1-6 so not really sure what to give ya lol


Kneller wrote:


Quote:
Honestly, combat reflexes still isn't a bad feat if you are wearing armor with gauntlets.

Why armor with gauntlets? Though, I'll only be wearing a chain shirt, max, anyway.

Combat reflexes crossed my mind, but do you think an archer would really get a lot of use out of it?

Something I know the answer too! lol... You don't get AoO's with a ranged weapon. It sucks, but it's a 'melee' game mechanic which is why he's suggesting if you had gauntlets you could get a hit out of it.


Since this sounds like something that could start fairly quickly.. I have a Vishkanya Rogue (Burgular) who's already made for RotRL.. That is if it's allowed. I'll wait for the GM to make a final decision. I'm working on a pretty in-depth story for him, so kinda more desired towards it.


Broken? Well, I heard a story once of someone who threw all the players into a dungeon that consisted of like 100 adamantine doors. Eventually (forever later), the players got through it and ended up taking the doors with them and selling them for super geared up status. lol

From my understanding, that broke the campaign fairly quickly. XD


Haco wrote:
SpiritWolfFenris wrote:
Seriously... You should consider trying to build a character yourself. That's half the fun in tabletop. Least, a few people I know and myself seem to think so. Also it helps teach you how certain things work and gives you bonus knowledge towards any future creations.

I created an amount of characters as any of us in my roleplaying life. But I want to see some builds an ideas to select my own character, I only want options for create a better character!! This is the Advice forum I think that this is the correct place to demmand this.

Thanks to all!!

I get that, I really do.. But you've gone from advice-seeking to 'make my character for me.' At least that's how it has started to come off in your posts. It may be unintentional, but just letting you know that's how it seems.


Seriously... You should consider trying to build a character yourself. That's half the fun in tabletop. Least, a few people I know and myself seem to think so. Also it helps teach you how certain things work and gives you bonus knowledge towards any future creations.


@David; It ends up listing the spell twice. One for the level you can obtain it and another for the level from the Past Life. What did you have in mind?


Oh wow, I didn't know about the Summoner's list being like that.. o_o I'll have to ask the GM to see how he feels about it, even though it is a legal move. This is why I ask forums when I can't figure it out myself XD Cuz I was just looking at Shield... and Shield... and, had no idea.. kinda went blank since I've not played many casters past Lv4 <.>

Always open to anyone with any more ideas. I'll go through them and see what's what.


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DM Under The Bridge wrote:
snobi wrote:
It could be an act of good. He's giving her an opportunity to play, rather than just work. He's expressing his affection/love for her in a way that the rest of the party refuses to share. And he's potentially providing her sustenance in a very selfless manner, literally giving of himself.

She joins him in his tent, to play dice and card games after a day of work.

The party have dirty minds.

Right? Lol makes me think about them playing pathfinder after actually adventuring to see what could have happened. XD


Still hoping for some views. Please and thanks. =)


Hi there.

I've been messing with the concept of a Samsaran Winter Witch and while I like the boost from Shards of the Past, a bug in the back of my head makes me think I'm missing out from not using Mystic Past Life instead. It's just the list of spells you can choose from is a bit overwhelming and I'm having issues deciding.

For those that don't know;

Mystic Past Life (Su) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.

So, with a 20 INT, I can grab 6 potential spells from other classes to learn with my familiar later (except fire-based, can't use fire). But as I said, I really have no idea.. there is just so much out there. I look forward to hearing people's responses!


Okay! I feel I'm going to go with a Vishkanya Rogue. I have the entire premise of the story floating around in my head but unfortunately I'm at work at the moment and have plans to do stuff after. -_-
I should be able to post story latest by tomorrow. Will work on the character build as I can.


Dotting for interest ! About to go to bed so will work on character later. Lol

1/5

No need to reschedule on my account. You may find more members before the game starts.

It's just for me, the game would start at 4:00am XD. And I'd have to be out the door and on the way to work at 7:00am.. lol If I got up any sooner, I'd be a zombie at work. <.<;

So I was just more curious. I have no idea when my next day off is next week.

1/5

Been staring at this because I'd like to play and help fill out the last slot, but the time is risky for me.. Was wondering if you would be rescheduling this scenario if you don't find enough people?


Dotting my interest. I'm always available evenings. I really like your idea because I feel the same way about Pbp and would like to feel as though we are accomplishing good chunks of the story on a weekly basis.

1/5

Awww. Bummer. Ah well.

1/5

I'm also on CST and can make all of them with relative ease. The only thing is I'd need the 11am to be on a day off (this Saturday works np) since I work till 2pm at the latest. I may wanna play either a druid, paladin, or do something with my Ifrit which I forgot what it is till I get home. Lol

1/5

Hmmm. Depending on if I can play whatever you're running (and if I'm free). Id like something a Lv 5 can play please. :)

1/5

A little late to the party but in totally game. =D


I very much appreciate the response from everyone, especially Mike on the situation.

Unfortunately it seems things are straying from their original purpose and it seems perspectives of the situation are being tossed into the air, so before this becomes buried in a flurry of insults and accusations, I'd like this thread to pleased be closed. Not sure how to go about doing that, if anyone can please assist.

Thank you all for your time and effort.

Take care.


Gentle Repose is what you're looking for. :)

Also, things still happen in a bag of holding if I'm not mistaken. It just holds it in a different dimension type, sadly time doesn't stop.


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Thank you for everyone's assistance. I really did appreciate it. I ended up sending Mike a PM, kept everything anonymous. Hopefully I hear back and can let you guys know what happened (unless he posts here before me). I just feel the situation is so big locally that it'll make people who are ranged attackers with them to feel denied an 8,000 GP item. @.@


I think it's just horribly misunderstood and although I'm fairly certain if I shared the VCs name that even with everyone saying so, it would end up being more headache than it's worth on everyone's part.