Ice Seer

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What makes this worse is that the reasoning isn't even solid. Tales From The Vast is 1-9 but also able to be played piecemeal, its a line of scenarios. It's an Anthology. So as soon as Swarms is out you can VERY easily drop and move to it then even come back again to finish the other due to it's scenario layout.

So the logic about smashing them together and missing other content doesn't work. On top of that Society play isn't even common for online communities say like Startplaying for instance. I can tell you from experience they are BARELY ever on there. So if you take Society play out of the mix , once you are done with Guilt you basically have over two months of dead air.

Dead air that could of been used playing Tales From The Vast.A game you can easily switch as a DM...due to it being scenarios.

After reading all of this, all this speaks of is that you aren't confident in Starfinder 2e and as such won't give it more support like you do Pathfinder 2e. NO full AP, just half APs and content like that and you STILL manage to cut content out of what little there is this year. That is just folly.

Tales of the Vast could of been a fantastic tool due to it's scenario like nature to get players and DMs invested to really want to buy more Starfinder content.Instead that chance will be squandered, DMs will see the lack of support alongside players, and Starfinder 2e will lose even more traction than it already has.

Good job.

I am also on board with saying you should make a module for Tales.

But i will also say this.

Don't half ass it like Claws. The amount of things not automated, checks not finished (aka no button or missing DCs), and just overall lack of effort in my opinion really did not impress me or my players. That module is firmly in the "never host again" camp. (That and honestly the writing was awful anyway and the content should of never been in an anthology given it's importance in the lore)

Don't make the same mistake with Tales if you decide to do it.

Sorry to kinda be a jerk here but this really bugs me.

P.S : Society is also scenarios so the logic there still doesn't work. Lets not even mention the pricetag to invest in a nothing but low level experience. Sure official society play is different but for those of us just wanting content to provide our players it's a toss up in value. For a good amount of players without much levels to even enjoy, it will be rather lacking.


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This isn't even considering some of the wild omissions and lack of imagery for what is supposed to be a major moment in the campaign, ya know when the giant elephant thing becomes visible with a certain runelord showing on it. Nothing for that at all. Not one picture. Nothing.

That seriously caught me off guard. Especially when they can roll checks to see more of it and realize who it is and everything. That just seems stupid to me.

"You recognize who it is but i will not show you" I had to go dig in artwork to make that moment not completely suck and get pulled down by that.


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So im hosting Revenge of the Runelords on Foundry as i have been for all my adventures. I have ran quite a few including ones that are best enjoyed with heavy roleplay ala Strength of Thousands and Season of Ghosts. Yet...the first book is tedious as all hell. The first two chapters other than the dream sequence and like one or two fights are just one 'mechanic' after another, more and more 'obstacles'. It got so bad that i started skipping any that didn't have a reward or story relevance because it was so tedious. And it STILL dragged on horribly. The pacing was awful.

Mind you i am a DM who was happy to sit for entire sessions as my players roleplayed like crazy in SoG and SoT. I have patience. And my players who are in it also quite enjoy roleplay. I did what i could to try to make each 'event' feel more lively and give life to them but it just dragged on and on.

They got a bit more excited with the dragon you meet and speak to at the end of chapter 2 into 3. After all you get to fly with the dragon. But even that is given hardly any excitement other than one engagement. They enjoyed talking to the mirage dragons but ya. They are all (including myself) on the fence about continuing the adventure.

Hell this is the first time i haven't bought the next book on an a adventure im hosting because i don't know if it's a waste to.

On top of all this they aren't particularly enjoying mythic either. They all feel like with how hard it is to die+the abilities to ignore that just make it no risk as well. Even with things scaled up a bit , its still kinda meh on difficulty.

And looking at book 2, one of the things it mentions is FINDING the crypt in time. That sounds like the first chapter might just be tedious 'events' all over again.

As someone who adored the events and the lot in Season of Ghosts as well as loving Spore War to death(what an incredibly well written adventure), i am sad by how much i dislike hosting Revenge of The Runelords.

Spore War did mechanics and events FAR better and made them not only impactful but each event could unlock opportunities aka fun events, fights, and loot/information/roleplay. The best i have ever seen it handled. This feels like a huge step back after that.

Mind you as a last note these are all people who enjoy roleplay, my dming, and have been in multiple games i host having a great time. So we are open to just running another adventure, all of them agreed to that if we don't finish Revenge. So im currently looking at my options while i post this. They will play anything i host so its not a worry , i am just kinda bummed.

I was really excited to host this Adventure Path.


Any chance we might see a foundry module (eventually) or should i just port stuff over the old fashioned way and grab some warframe music?


Andrew White wrote:
SteelaiRizel wrote:
If you could just simply say even the most basic "Foundry Module expected in the next month" or "Foundry module coming soon after release, expected release date in -blah-" , i would be happy.
Foundry module expected in the next week.

*salute*

Thank you , im glad i came back here to check responses. Going to wait to say anything to my players but still happy to hear it.


Ok i love the releases coming at a great pace and i know you said that actually having release dates for foundry wont be maybe til september but folks seriously work on that.

It's very frustrating when folks are almost finished with a game, looking to you to be ready to host the next one, and have to instead not be excited for the release and watch for random comments on adventures to find out about foundry info. If we are lucky you MIGHT post about it. Like you eventually did for Claws.

I feel like i can't tell my players about soon to be released adventures or content anymore because i don't want to drum up the expectations that they will actually get to play it any time soon.

And since one of the comments here said the modules will be left as they are and we have to wait for the all in one for the updates, it just blows.

The idea of playing Gatewalkers has been dropped due to waiting by the players that were interested. Maybe at a later point but it just kinda sucks.

If you could just simply say even the most basic "Foundry Module expected in the next month" or "Foundry module coming soon after release, expected release date in -blah-" , i would be happy. Even if it was not for a couple months or something or more. Just knowing and not having to sit there and wonder when would be great.

Not trying to be a jerk but it's just odd to me that it isn't a thing. Luckily I am not one of those DMs who makes ads for the games expecting the foundry module to be released on pdf release date.

A Note : Seriously though all the love for you guys. I have about 50 players under my banner as it were on my channel enjoying Pathfinder 2e games. They love it and always want more lol I adore Pathfinder 2e and hell my Spore War group for Sundays have all decided to play Starfinder 2e as soon as the material is out and they finish Spore War.

You guys are the gift that never stops giving.


Well getting the pdf from the bundle worked but it doesn't give a serial number for foundry at all. It remains blank in digital content. (Will delete this once fixed)


Finoan wrote:

The two classes that come to mind first are Swashbuckler and Ancesters Oracle.

Swashbuckler is great for the 'go big or go home' play style. When the dice are hot it is really impressive. When they aren't, ... well, then it doesn't look so great.

Ancestors Oracle you get to roll each round for which type of actions to use that round.

If you wanted both, I would recommend the Ancestors Oracle as main class - the Oracle Archetype doesn't give you enough of the curse mechanics to make it worth it for what you are wanting. Then take the Swashbuckler Archetype on it. You will have the full abilities of panache itself, you just won't get as much finisher damage as a main-class Swashbuckler would.

And it would give you something useful to do for all three of the outcomes for Ancestor. Spellcasting is covered by Oracle itself. Strike and Skill actions are what Swashbuckler would add.

Ah thank you very much for this interesting suggestion.

And thank you folks for contributing, ill take a look at what everyone suggested.


So basically i want to be able to make a character that is as full on gambling as i can. I mean absolutely embrace the RNG like a madman. What options do i have to pull this off? I do want to be at least somewhat viable (something Pathfinder 2e seems to allow easily which i like) and very thematic.

Spells, feats, abilities , magic items and so on. How hard can i embrace RNG to make this gambler a reality?

As far as level this will either be a level 5 or level 7 character. Other than that go nuts. Oh and free archetype is allowed, no other variant rules though.


The Raven Black wrote:
And in Remastered we will not have material components anymore.

Whoa. Neat.


shroudb wrote:

1)In general, you do NOT need a free hand for somatic components:

Quote:

A somatic component is a specific hand movement or gesture that generates a magical nexus. The spell gains the manipulate trait and requires you to make gestures. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely.

Spells that require you to touch the target require a somatic component. You can do so while holding something as long as part of your hand is able to touch the target (even if it’s through a glove or gauntlet).

2)due to the above, there's no problem if you hold two staves, or even if you hold a shield and a sword. As long as you are not restrained, you can provide Somatic materials.

3)yes

Wonderful thank you for your timely reply, i can request my new art with a clear mind. Brilliant.


Now while i don't really care too much about being super efficient, i still want to be mechanically sound as in to not have the DM trying to rule things in my favor homebrew style or anything.I rather keep it to the rules as written.

So here is the scenario. I want to get a commission done of a dhampir wizard using two staves. I intend to go staff nexus of course and then have the other staff be one i buy or craft , though it will be just a staff of striking(the spell staff will also have a rune of striking). As i understand that you can only prepare one staff a day regardless. Or i don't go staff nexus and just pick a good staff i jive with. Either way i want to wield two.

I fully understand that with spells with a material cost, one way or another one of my hands will have to be free and that is easy enough. Just stab one staff into the ground and get casting. No biggie. (I do get ill have to use a interact action to pick it up again as compared to putting it down/dropping it)

My particular questions pertain to having said staves in my hands and casting the staff's spells. So here are the questions in order:

- 1. If casting from a staff, do you require a free hand for the somatic part? Or does waving the staff take care of this condition? 'Eschew Materials' has this wording "Unlike when providing somatic components, you still must have a hand completely free." So could i infer that moving the staff in a gesture would take care of the somatic?

- 2. If the staff does count, then could i have a staff in each hand and cast fine with the one that has spells?

- 3. Does the cantrip still scale like it normally does with cantrips if attached to a staff?

I intend to build myself well enough and grab the dual-weapon warrior archetype for fun. At least that way i can slug it out a bit if i need to. Remember i am not worrying about being super optimal, just fun.

Thank you for any answers in advance.


I apologize if the answers to these questions and all is obvious to others but even after doing a fair bit of searching I feel like I still do not understand the concept and want to confirm everything as much as possible before proposing my idea to the DM.

This upcoming battle will be huge and there is a dam good chance of ripperoni coming my way. Especially given my health rolls and my frontline position. So i want my alternate ready to go if need be. So i will state what I intend to do, feel free to pick it apart if you will. He will be starting at lvl 10.

So what I intend to do is take 2 levels of Titan Mauler for the Jotungrip and then 8 levels of pure brawler(would be leveling only it from then on). The weapon I would be using is the fighting fan but large size. Two of them. So here is the clarifications I need.

1. From what I have read since they are large sized aka two handed originally for a medium sized character they would be considered my size right? So would work with Jotungrip correctly? What I had found was this :

Light = 2 sizes grade smaller
One Handed = 1 size grade greater
Two Handed = even size

So was my thinking correct on this?

2. Now that they are being used one in each hand and once again are applied as one handed weapons would they regain their light property? The original weapon is in the light weapon category. I don't mind either way as ill have the strength to deal with it if not. But It's important to know for TWF.

3. Now for the final question that I am really curious about. Since these are large weapons, not medium , would they scale off the medium brawler unarmed damage like other close weapons would off of Close Weapon Mastery or would they scale off the large brawler unarmed damage category? My character is medium sized but the weapons are large sized. To me it seems like it could be either way though i don't mind either.

Also to me it would make more sense if they scaled off the large brawler category due to size rather than medium. If not im fine with it as I care more about the theme than I ever do about being crazy optimal.

My character will have fun feats like Rhabdomancy and Acupuncture Specialist so yeah, theme is important, I just want to have a solid grasp of what I am doing before I make the proposition. Me and the DM have been best friends for 9 years so it will be an easy talk but I just like to do the research and have things ready so he doesn't have to do a lot of work himself.

Thank you in advance for any answers on this subject.