How does a tengu know to use Eat Fortune?


Rules Discussion


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Unless the player can see the monster's stats to know it is using a fortune or misfortune ability, how would they know when to use Eat Fortune?

Nothing in the ability indicates that the tengu can sense when a fortune or misfortune effect is being used, and most GMs I've played with are loath to share meta info like that. Even if they could sense it, how would they know if countering the effect is a good idea if they don't also know what the effect is specifically doing?

So how is this ability expected to work?


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I think the intent is that when one of your players is playing a tengu with that ability, you give them at least the bare minimum information they need when describing what's happening. If I didn't want to give exact details of the effect, I'd at least consider "Creature X's luck is being twisted for better/worse, and you could react" to be the absolute bare minimum information to give that player.


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HammerJack wrote:
I think the intent is that when one of your players is playing a tengu with that ability, you give them at least the bare minimum information they need when describing what's happening. If I didn't want to give exact details of the effect, I'd at least consider "Creature X's luck is being twisted for better/worse, and you could react" to be the absolute bare minimum information to give that player.

Pretty much this. Just a 'this creature is doing something that can trigger your Eat Fortune. Do you want to use it?'

Ravingdork wrote:
Nothing in the ability indicates that the tengu can sense when a fortune or misfortune effect is being used, and most GMs I've played with are loath to share meta info like that.

It actually kind of DOES indicate sensing though. The feat has the Divination trait: "The divination school of magic typically involves obtaining or transferring information, or predicting events." It's not a big leap that it's allowing you to obtain knowledge of and/or predict fortune/misfortune affects.

Liberty's Edge

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Intuition bred into their family line of tens of thousands of years I imagine.

Otherwise from a rules perspective, the GM needs to play ball and give them the information they need when the situation arises.


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Luck?


Twisting fate causes ripples that go forward and backward in time.

Tengu attuned to jinxes and thus fate can smell incoming manipulation as fresh cookies for fortune and slightly overripe fish for misfortune, and choose to eat it before it actually affects reality.

Which in mechanical terms means that you tell the player they can use the thing they spent resources to get, because it would be pretty silly otherwise. :b


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I for one would hate to rely on the GM for something like that. Nearly every GM I've played with can barely remember to give out Hero Points, much less memorize every single ability of every single character.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I don't know what the alternative you're looking for is. How would you picture this kind of thing working that it doesn't involve information from the GM? I can't think of any way, except for the one person that I remember saying that they run their games with players having full view of the stats of whatever they're facing and all enemies having full meta knowledge of player abilities (which is still weird to me).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Yeah, no. That won't work either. Guess there's no other option then.

Who knew GMs would be so necessary for a good game? ;)


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Ravingdork wrote:

Yeah, no. That won't work either. Guess there's no other option then.

Who knew GMs would be so necessary for a good game? ;)

Well, welcome to what is probably the biggest paradigm change in PF2, which is that GM FIAT is now much more hardbaked into the rules than it was in PF1.

I mean, a Player could just say "Can I use my ability on this?" And the GM saying "Yes" or "No" should be sufficient enough.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

As uncommon as fortune and misfortune effects are, having the player ask every time something happens would be ludicrously inefficient.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
HammerJack wrote:
As uncommon as fortune and misfortune effects are, having the player ask every time something happens would be ludicrously inefficient.

Not only that, I can imagine many GMs quickly rolling twice without giving the players any indication whatsoever that he's doing so. Said player wouldn't know to ask!


Darksol the Painbringer wrote:
Well, welcome to what is probably the biggest paradigm change in PF2, which is that GM FIAT is now much more hardbaked into the rules than it was in PF1.

Pretty much. I call it pathfinder: ask your DM edition.


HammerJack wrote:
As uncommon as fortune and misfortune effects are, having the player ask every time something happens would be ludicrously inefficient.

You only have to bring it up the first time you encounter a new creature. That's enough to remind the GM you have the feat.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Something to remind the GM that you have the feat could help if they're going to provide the necessary information about you having a chance to use the reaction. In the context above of someone who is, for whatever bizarre reason, not willing to give that information I don't see how a reminder does any good.

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