Eliza Baratella

thistledown's page

********** Venture-Captain, California—San Francisco Bay Area North & East 2,933 posts (3,344 including aliases). 6 reviews. 1 list. 1 wishlist. 68 Organized Play characters. 2 aliases.


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Shadow Lodge

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Yeah, for now anything that's not batteries is a major downside.

Starfinder

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I'm building a Knight of Golarion on a Solarian chassis. Taking the gap-closer at level 1, then Knight feats at 2/4/6 and the flying feat at level 8. Solar weapon and Solar Flare will be backup weapons to the Grindblade & Riot Shield.
Defiant Shirren because I want to call "VILLANY!" on targets.

Horizon Hunters 4/5 5/55/55/55/5 ****

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Snare specialist here! Level 8 now, and it works ok.

Basics:
Kobold with Snare Setter then Snare Genius.
Ranger with Snarecrafter Dedication, Surprise Snare, Snare Specialist, Remote Trigger.

Free snares: Snare Genius gives me 4, snare specialist 6, and snarecrafter dedication gives me 6; so 16 free snares per day.

You used to want Powerful Snares at level 8, but now that's baked into the Snarecrafter Dedication in remaster.

There will be some games where you can really shine, but I'll admit it's pretty rare that you're charged with defending a plot of land from an expected attack. About one per year, really. So you'll want to be a bit selective about what missions you go on.

The rest of the time: Surprise Snare IS your game. This feat lets you spend 3 actions to bowl your snare into an opponent's square and set it off. Before remaster, it did lower your DC by two, but with remaster that's gone! What remaster DIDN'T do is fix the range question. The feat doesn't say how far away you can set these snares. But in 2020 I happened to be at a table with Tonya as GM, who made a table ruling of 20' range. That wasn't issued as a campaign rule though, so your table may vary.

Outside of snares, I've got crossbow ace. And in theory Hunt Prey -> Precision applies to the surprise snare, as it doesn't say the hit has to be a strike.

Which snares to take? The hard limits: nothing with a cost, nothing that takes more than a minute to craft. Those just don't work. Outside of that... same as picking spells. Some damage, some conditions, some utility. A couple snares are fort instead of ref, and a couple have no save. Take a variety.

I have NEVER had other players be a problem or complain about my snares. And I've not had GMs try to go around them either. I've got a bunch of cardboard tiles that I'll lay out when we're defending an area, with a mark under them to say which type of snare they are. Then we get a surprise when they go off.

The only problem I've had is playing dumb. Because when you're putting snares around a campsite, your character doesn't know that the map only goes one direction. So if you don't want to be meta, you waste some snares on approaches that as a player you know won't happen. Oh well.

Shadow Lodge

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At first I was like "the grenade actually did something useful?" then it came back and I was... yeah...

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

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I'm really glad to see a return to a pdf guide for organized play.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

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The scenario looks really hard.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

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Thebigham wrote:

Mythic points replace hero points.

If they have both the party will steamroll this scenario.

I've run it 3x all 3x times it's run extremely long. Id make the ship encounter 1 round and narrate the rest. Id make sure the giants are a social encounter as well.

2 out of 3 times the party has destroyed the final encounter as well.

I'm not going to run it for a while because it's too long lol.

I first ran this at a con in the last slot of the night so that we could go overtime. Even with some overtuned PCs it took nearly 6 hours. I did not give out hero points, but afterwards realized that was a mistake.

The mythic rules in the set say to change ONLY these rules. They do not mention the hero points. Therefore, you should still give out the hero points as if there was no mythic.

I've since had this game at my local store. Since our store had a strict closing time, I directed the GMs to skip the spiders AND the statue fight. One table (23cp) finished right on time, the other (16 cp) about a half hour early.

Shadow Lodge

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Not the same if we're not hanging out with the staff in the bar after con.

Shadow Lodge

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Cori Marie wrote:
This is actually pretty thoroughly explained in Divine Mysteries. Maybe wait to read it before passing judgement.

Oh, I have. It's a nice story that goes good to improve Torag's image after it was tarnished in Sky King's Tomb. And improve relations between dwarves and orcs. It still comes out of nowhere and has no support in any of the previous Urich material.

I also talked with the author who WROTE Urich in the scenarios, who agreed this felt unsupported. She's the one who pointed out the godclaw problem to me.

It's not that it's a bad move, and teaming up with Torag isn't even out-of-character. It's just out of left field with nothing to hint at it from his prior portrayals.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

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The other problem was the orders that for these specific guards; we couldn't kill them. Nobody was built to do non-lethal, so we're taking penalties to hit for both fights. Except our casters, who were just SOL because they can't change to non-lethal on the fly. By the last fight I was willing to just eat the infamy and pay it off with AP. But then the trigger warning happens and it feels like a slap in the face to any attempts at nonlethal.

Envoy's Alliance 4/5 5/55/55/55/5 ****

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Tomppa wrote:

The (other) enemy has Retributive strike but no champion's aura, and retributive strike refers to the aura to determine the range.

I'd ignore the prerequisite of having used twin parry. The enemies were given these reactions for a reason, and to me it seems clear that they are supposed to be able to use the reactions too, so I'd just let them twin riposte as a reaction if someone critically misses them.

My GM went ahead and used the retributive strike, but all of us were pretty sure it was supposed to be Reactive Strike.

My barbarian was our only frontliner. She's got champion dedication but no further champion abilities. Them ALL having retributive strike AND bonus mental damage against me meant I had to be positioned very carefully to avoid a MASSIVE retaliation any time I hit someone. Our healer kept me up, but I was NOT happy with their hypocrisy in using Champion abilities.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

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Something about this doesn't feel right to me. While the quality of presentation may vary from GM to GM, the ability to get the same game at any table is one of the hallmarks of PFS. Yes, GMs need room for improvisation and handling creative solutions, but that is a fine line and this feels like it misses the mark. I can't put my finger on why, but it feels like losing some of the 'organized' part of Organized Play. Maybe add some limitations that changes may only be in reaction to player actions or concerns.

I agree with the points made by Cirithiel, Tomppa, and Mr. Fred.

Reskinning enemies to avoid phobias I get. I've had to deal with a giant spider issue at a table I ran. But reskin for personal preference? I don't want to hear a conversation where one table fought tigers and another fought wolves.

On the note of 'adjust obvious typos or errors in a scenario' - the editing quality has gone down drastically in recent years. Please put more funding to editors and don't make GMs do the work that ought to be done in house. And when errors are found in scenarios after release, it's not like you're reprinting books - just update the PDFs.

As to formatting the text. Things that are listed in the bulleted sections (use alternate maps, fix typos) should not ALSO be listed in the header paragraph. Duplication leads to bloat and errors years down the road.

Edit: I'm not opposed to revising the text. Just think it needs more work.

Shadow Lodge

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Don't put it on top of one big fire. Spread it out over multiple smaller fires so each one triggers the weakness.

Shadow Lodge

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Note to those looking at Oracle dedication: there's a possible trap there. Unless you also gain a focus pool from somewhere, if you take cursebound feats you don't have any way to bring your curse back down.

Radiant Oath

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I run a Cosmic oracle, which had (and still has) the mildest downsides to being cursebound. As a pure caster, I don't care if I'm enfeebled and easy to be moved around. But it used to come with floating off the ground and a bit of DR. Used to take Vision of Weakness, Advanced Revelation, Divine Access (Cosmic Caravan), and Rogue dedication for linguistics (It's dumb that people who came through the Thassilon time jump don't have starting access Azlanti).

Still taking Vision of Weakness (basically no change) and Rogue dedication. Not sure if Advanced Revelation for Interstellar Void is worth it. The spell is... ok. Divine Access for my domains... I'll probably drop.

So all told.. I have more spells, and lose my DR. But the cosmic part feels like it lost a lot of flavor.

Shadow Lodge

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So I looked back more on how SF1 handled this. And then found out what ELSE this playtest took out.

In my 16 characters, I never played a many-armed race. But I did sometimes go for more handy options.

One is a Raxilite. This is a tiny sized creature that comes with a doc-oc style implant on their back that can collectively hold one medium sized weapon for them. Their own hands are left free to handle tiny-sized things. Mine was a caster so they weren't really using their hands in combat, so wasn't an issue.

I have a nanocyte who used their nano swarm to create a natural weapon, and could fight with that while keeping their hands free. PF2 DOES THIS TOO with many ancestries. So we already effectively have 3rd hand fighters.

Here's something they removed: Bayonets. They had clamps where you could attach a melee weapon of light bulk to a rifle, effectively a light-bulk finesse weapon to a pistol, or up to a 1 bulk weapon on a heavy gun. Or instead you could mount a grenade launcher on the gun. I had a vesk that fit the model for the new Soldier class: They carried a heavy flame thrower, with an underbarrel grenade launcher, and wielded a sword with their tail. IT WAS FINE. I'm still picking just one to use per turn, with the tail sword for AoOs.

Something else not in yet: Power armor. Power armor came with a number of mounts on it to put your weapons on and fire them while your hands were free. This let me have a sword, a shield, and shoulder mounted guns. The purpose is versatility in threat range response. Different element guns or melee as needed.

The last one, though I never used it, was that around level 10 or 11 you could just add extra limbs through cybernetics. That's missing too.

The unwieldy system can cover most of the issues people propose here. Word it that using an unwieldy weapon taxes the user enough that even if they have more actions or weapons, they're still unable to do it again without more feats.

I don't have an answer to people saying that it opens up lots of wand use - the PF2 tables out here don't get much wand use. But it sounds really expensive for multiple one per day items.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

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Alex Speidel wrote:
Andrew the Warwitch wrote:
I am hoping that we start getting more scenarios for PFS. There is so few new content being written for Society, I can't even remember the last time I actually got to play scenarios.
Year 5 and Year 6 are both slated to have 20 scenarios plus an interactive special. Additionally, a two-hour Quest is released every other month. I cannot fathom how anybody could refer to this as "so few new content."

PF1 had an average of 28 per year (including specials). It's not a LOT more, but having a reliable 2 per month FEELS different.

Shadow Lodge

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Perpdepog wrote:

Conversely, I could totally see a fringe, splinter sect of Calistria's church who do hold bees in higher regard than wasps. Perhaps they believe that revenge should come at any cost, even one's own life, and respect the bee for giving itself to get vengeance on whoever disturbs their hive.

I don't think other Calistrians would be big fans of them.

They could form the Apis Consortium.

Sovereign Court

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My "samurai" is one of these. As the daimyo of his clan, he took it upon himself to learn the professions of all his subjects.

Got to level 14 before PF1 ended publication. Was GM credit until level 3, so he was always a Samurai in flavor in play. When he was level 11 with only a few games left before retirement, the Lore Warden errata came down and granted him a full rebuild - so he changed the weapon he focused on from katana to chainsaw and gambled on it working for the last scenarios and modules. The chainsaw was from a scenario chronicle, but only has a few hours of use left.

Used boons to start with a 3rd trait and a stat boost. And then more boons for some gear.

Half-orc (city-raised, heart of the streets, sacred tattoo, scavenger, skilled)
Berserker of the Society, Iron Control, Lingshen's Finest
1. Barbarian (Urban)
Power Attack
2. Magus (Kensai, originally also Card Caster)
3. Samurai (Sovereign Blade originally Sword Saint)
Furious Focus
4. Hunter (Feral Hunter)
5. Swashbuckler (Inspired Blade for more grit)
Extra Rage
6. Gunslinger (Bolt Ace, Gun Tank)
6b. retrain hunter to Bloodrager (urban, originally Steelblood) (Dedication focus) for BAB
7. Fighter (Lore Warden)
Vital Strike, Furious Finish
8. Occultist (Battle Host)
9. Cleric (Varisian Pilgrim) (self-perfection variant channel)
Weapon Versatility
10. Wizard (Foresight School - pre-rolling a d20 per round is great)
11. Ranger (Guildbreaker - Aspis)
Scavenger's Luck
12. Shifter (Holy Beast, Swarm Shifter - vermin aspect is amazing)
13. Inquisitor (Spellbreaker)
Surge of Success
14. Brawler (Mutagenic Mauler)

The chainsaw had answering, consecrated, and keen added to it. Ring of Balanced Grip let me use it without penalties. Whispering Gloves make the chainsaw silent.

Radiant Oath 4/5 5/55/55/55/5 ****

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Losing your god is devastating. If any of you want to talk about it we can have lunch.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

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Rob ran a game for me that was fun!

Though I really don't want to see these two thieves again.

Shadow Lodge

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At this point, I want it to be Norgorber, fear it's Iomedae, and expect it to be Lamashtu.

Shadow Lodge

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Simeon wrote:
Rovagug lives! Awesome that the death of Rovagug kinda sorta ends the world.

Just one world though.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

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It's very frustrating that the background and summary don't actually go over what's going on IN the scenario. We don't know about Faqhir's bankruptcy until we get to his bedroom. We don't know he's the mastermind until we're underground.

I don't understand why it doesn't consider the option of the pathfinders saying "Hey guards, we're already looking into this too. Let's share some info and access." instead of sneaking around.

Horizon Hunters

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Secret Wizard wrote:

I also kind of like Zyphus but I wouldn't mind him getting merc'd in lieu of a deeper, more interesting, souls-ferrying deity.

Zyphus would be interesting. My character is built on hunting down cultists of Zyphus - they'd be thrilled at the development, but "mission accomplished" ends the character's concept. Still, Zyphus is a niche tool that allows for places filled with traps that aren't otherwise justified in having them, so I don't see him leaving.

Radiant Oath

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To the "how do you react" question:
4 years ago I made a ganzi oracle of Acavna. She was in Thassilon when it time bubbled. When she came to the present day, she discovered that not only had her goddess sacrificed herself to save the world, but 10,000 years later barely anybody even remembered her.

So yes, she was devastated. She wound up with the pathfinder society as they knew the most about Azlant. She would tell people "Call me Acavna" as an act of remembrance and tried to spread word of the moon goddess. While she was a bit of a trickster before the time jump, that has been buried under overwhelming grief in the present. After 3 years of game she had recovered enough to start sometimes using her own name (Phengos) and her trickster side was starting to re-emerge, but it's still slow going. The big aids to this were actually her ganzi tail randomly grabbing things and presenting them to her, and a some time travel games inside and outside of org play that allowed her to talk with my starfinder grief councilor character.

Art of Phengos/Acavna: First set, second set.

Shadow Lodge

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Why is there a cap at level 4 when the campaign is ending and nobody is making low level characters anymore? This is the time to let the level 10s shine.

Shadow Lodge

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When something hits the party and I get to say "Oh, I'm immune to that" it feels really great. Though I recognize it can occasionally mess up a story when the plot needs everyone to be hit with something.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

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Gerald wrote:
Could someone provide a live link to the Additional Resources allowed page again? TIA.

Pathfinder

Starfinder

Shadow Lodge

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I'm missing a few of the newer AP's, but I'm counting 1277 non-consumable weapons. The weapon fusion enchantment system is also WAY better than PF2's runes.

Even if they let us fly at level one like they promised... the rule on having to spend an action to stay in the air every turn is garbage.

Exo-Guardians 4/5 5/55/55/55/5 ****

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Maybe the large-sized First Seeker will finally get us ships with large-sized hallways on them for us morlamaws and the bears. Getting around inside a pegasus is... not fun.

Shadow Lodge 4/5 5/55/55/55/5 **** Venture-Captain, California—San Francisco Bay Area North & East

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Alex Speidel wrote:

Sorry for the delay on this answer:

Any character which uses the Remaster Rebuild will need to remove their free bonus lore and bonus feat from Pathfinder Training. All PFS characters will get free training in Pathfinder Society Lore going forward.

If you have not earned a bonus feat from Pathfinder Training prior to November 15, your character cannot earn that bonus feat in the future.

This is the simplest and cleanest solution as we remove this subsystem.

Strong motivation to not rebuild.

Shadow Lodge

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Needs Stellifera and Ramiyel options.

Shadow Lodge

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Please take the 'dumbing down' discussion to another thread.

Shadow Lodge

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I get what Cylerist and Corvus are saying. A friend of mine described it like this: Star Wars is a low-magic setting with some high-magic characters (Jedi). Starfinder is a high-magic setting with low-magic characters. There's magic stuff all over the place, but the magical-ness of individual characters is actually pretty low. Even full casters rarely FEEL like "I'm a MAGIC user!"

Shadow Lodge

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Realized another concern while at convention this weekend: Languages. Starfinder you start with a couple from Int, and get another with every rank in Culture (so every level). Sometimes you'll get TWO per rank in Culture. So you can wind up with a LOT of languages - which is fitting when there's 140 ancestries, most of which have their own language.

Pf2 it is incredibly hard to get more languages. You're spending feats to get a couple of them.

Shadow Lodge

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Driftbourne wrote:

To put this in perspective, snipers in Starfinder, even on a completely open flip map, are not even at topical sniping range. For a modern long-range sniper, the typical range they start shooing at would take 21 30-inch flip maps placed end to end. With long-range shots needing up to 33 flip maps.

I think to have a real sniper battle on a 24-30-inch map. Each side would have obstacles or buildings to hide in, and in the middle of the map, have a section blacked out diving the map, with a note saying this line is 1/2 mile wide.

For normal long-range combat in Starfinder, you would have to have each side start apart at a distance so that if both sides took a move action, they would still not be in short-range weapons range. Assuming a move, and short-range being 30 feet, you would have to start at greater than 24 inches apart on a flip map. About the only time that could happen is in open terrain or a long street map. You could shorten that to 18 inches on the map if one side didn't move. Or 12 inches if one side only had melee weapons and the other side didn't move. And it's hard to place a lot of 12 to 24 inch rooms on a single map.

They had ONE scenario at appropriate ranges for a sniper duel. If you were a sniper it was fun. The rest of the party spent several rounds running to get where they could do something useful.

Shadow Lodge

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I was hoping this thread would just be a list of peoples questions and official answers. NOT ANALYSIS OR SPECULATION.

Shadow Lodge

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Ok, I'll bite. I know I've been pessimistic about the balance points in PF2 that I'm not looking forward to in SF2. But there ARE some PF2 things that I'm looking forward to. So rather than being entirely gloom, sell me on things in PF2 that will make starfinder better!

Starting off: I like 3-action economy. I like the ancestry feat / class feat / skill feat system and how it progresses through levels (general feats could be better). The general structure of how you build a character.

I like magic items counting against an investment limit instead of getting 2 magic items and the rest eating into your armor mods.

Shadow Lodge

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There's 71 races in starfinder with darkvision - more than half of them. If you're in the other half, you can get it for a level 1 armor mod, or a level 3 cybernetic. Or put a flashlight on your armor.

So darkvision is more of the Flight level of balancing than the 4-arms balancing.

Shadow Lodge

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Ramiyels I would love to see more of - including being allowed into organized play. But... I suspect they'll fall to OGL. While the name and description at first seems new to starfinder, if you read between the lines of their article and futz with pronunciation a bit... these snake-tailed ladies were probably Lamia Matriarchs that sometime during the gap lost their evil obsessions.

While other media have pretty much locked on to 'snake-tail lady with arms = lamia' I don't know if that's enough to take the setup away from WotC.

Shadow Lodge

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Driftbourne wrote:
Davor Firetusk wrote:
1-98 was originally only playable if Thursty ran it (so at a small number of conventions), same with 2-98. 1-98 is now available to be run by a 4 or 5 Nova GM

If it's that exclusive, it sounds like it's just about one or two steps away from being Thursty's personal homebrew for conventions, so it sounds like it's all up to him if he wants to continue the adventure.

On a less exclusive level, I wonder what the final of SFS e1 will be. I wasn't around for the end of PFe1. Was there anything special done for the end of that?

My wish list of the end of SFs e1 would be to find Hope-01 and a big concert with all the cannon bands. And a real T-shirt for that concert.

PF1 ended with the Whispering Tyrant escaping his prison, destroying Lastwall, and marching on Absalom. Most of which was dealt with in an adventure path. On the organized play side, we had a giant expedition to close down the base he'd left behind under his prison, during which many PCs and a few NPCs died.

Shadow Lodge

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Teridax wrote:
I'm curious to know: for the people who dislike the active hands mechanic and the Switch Active Hands action, what would you do, personally, to balance having two, four, perhaps even more extra arms at level 1? Would you give those ancestries tradeoffs to offset that power, would you implement some other kind of mechanic to help balance those extra arms, or do you believe nothing more would need to be done for gameplay to remain balanced?

Opportunity cost: if you're picking an ancestry for this, you're not taking some other cool ancestry.

Shadow Lodge

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Ooh, I like sighting as a limitation.

Shadow Lodge

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PossibleCabbage wrote:
I mean, it's true that my PF2 characters are less defined by a specific combination of choices that allow me to do the specific neat trick I decided I wanted my character to do than my PF1 characters were. But the long and short of it is if you can't get unlimited, all day flight at a sufficiently low level for it to "define your character" then you don't define your character with unlimited, all-day flight in mind. In fact, a surprisingly workable way to build a PF2 character is "have absolutely no plan for what choices you will take at any future level before you are actually given those choices."

Sure, that's why ancestries like Sprites and Strix with wings and cultures centered around being able to fly make TOTAL sense that as soon as they become PCs their wings get clipped until level 13.

Shadow Lodge

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breithauptclan wrote:
BigNorseWolf wrote:
PF2s power curve is so low and tight that it can't handle the stress.
Several of us have explained why PF2 was designed that way and why it makes for a very flexible and fun game to play. Saying that you don't like it doesn't change that. No game system is right for everyone. I can barely tolerate playing PF1. I liked SF1 well enough, but not enough to put more time into it after PF2 came out.

And several of us liked the middle ground that starfinder took or even (gasp) liked the high ground of pf1. And now we're having the low ground of pf2 shoved down our throats and being told to like it.

Shadow Lodge

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I will keep lobbying for Ramiyels to be allowed in Org play.

Shadow Lodge

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Thurston said they wanted to keep the meta from SF1 into the SF2 engine. Hands is part of that.

Shadow Lodge

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Teridax wrote:
I do think there is merit to the active hands mechanic: without it, a multi-handed character could do stuff like dual-wield guns and reload them with free hands, wield a two-handed weapon while also soaking up damage with a shield, plus have a free hand to do Athletics maneuvers and Interact alongside that, all at level 1. Given the proper feat commitment, all of that could probably be made to be okay, but breaking 2e's tight hand economy at level 1 with no investment other than picking the right ancestry is almost certainly imbalanced. Turning that hand economy benefit into an action economy benefit instead, with the possibility of buildinng further on the mechanic via ancestry or general feats, I think is the reasonable way of going about it.

They can do all that now, with a core race, and it's never been an issue.

Shadow Lodge

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The whole setup of needing actions to switch between "active" hands is garbage. You can use your hands while walking - more limbs doesn't need more coordination than you get as a toddler.

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