What the fuck is wrong with you niggas why has the thread been gone for 3 days edition>>IF YOU ARE ASKING A QUESTION, PLEASE SPECIFY WHICH GAME YOU'RE PLAYING<<Previous Thread: >>97802804/pfg/ (pathfinder 1e) link repository: https://pastebin.com/RSt0rF0T/p2g/ (pathfinder 2e) link repository: https://pastebin.com/1zySxwm3/sfg/ (starfinder) link repository: https://pastebin.com/5yp9s2U3>>CHECK THE SHARE THREAD FOR MATERIALS<<TQ: Tell us about your last session, and/or what's coming up in your next one.
>>97965401>fucked up the previous threadGoddamnit I'm a retard>>97886070
>>97965401>why has the thread been gone for 3 daysWanted to see how long it would take for someone else to make it.>TQIndefinite hiatus, scheduling is a bitch with families and night shifts. Last session was me running AV Expanded (BB+TiO+AV) for four friends, they're about to go against Volluk (they don't know about this (or about the gas trap on his door)).
I am not affiliated with the game below. I just earnestly find it interesting.https://gamefound.com/en/projects/succubus-publishing/last-arc-tactics-analogueFree public beta version, available in the page above: https://www.dropbox.com/scl/fi/z1hkgs3aak5w9u7ea5r33/LATA-Corebook-Layout-DEMO.pdf?rlkey=nwtkrovtsftrklxewgf6yh1rc&e=1&st=qgklpp6i&dl=0?Last Arc: Tactics Analogue puts on a JRPG-themed skin, but even a cursory inspection reveals that this is straight-up D&D 3.5/Pathfinder 1e. It is a d20-based, 20-level game with Str/Dex/Con/Int/Wis/Cha (slightly renamed), races with a +2/+2/−2 spread, classes with 4/6/8 + Int modifier skills, feats at every even-numbered level (including old friends like Skill Focus, Improved Initiative, Precise Shot, and Combat Casting), a 3×3 alignment grid, the exact same XP table as D&D 3.5, and CR-based monsters.An unironic, earnest chef's kiss to the people brave enough to put a D&D 3.5/Pathfinder 1e heartbreaker out there. Never once does the game or the crowdfunding campaign mention D&D 3.5 or Pathfinder 1e, so this is more "If you know, you know."There are some 4e-isms sprinkled here and there. Skills use trainings, not skill points. Attacks go up against Fortitude, Reflex, and Will... and yet, unlike in 4e, Reflex also acts as AC. Characters can use a second wind to regain a quarter of their maximum hit points, but unlike in 4e, there are no healing surges, and it is a minor action.Character math is vastly different. Initiative is based on a single die, with the die size dependent on class. Feats are not quite what a D&D 3.5/Pathfinder 1e veteran may be used to, even if they have identical names. Spells are original, and use an MP system. Equipment is also radically different. Monsters are simple-ish; they look like they should be quick to run, though they are not quite tactically deep.I think that this game has enough significant divergences from D&D 3.5 and Pathfinder 1e to stand on its own.What do you think?
>>97965664As for me, I felt like a sleeper agent awakening as I scrolled through the PDF and realized that, past the superficial JRPG skin, this is a D&D 3.5/Pathfinder 1e heartbreaker.
I was surprised Edna didn't bake a new thread, even if only to repost his reddit post.
>>97965547I would have, but I don't know how to properly format the OP and didn't want to get yelled at.
>>97966095I thought Deer made new threads?
2eHow does Automatic Rune Progression work for Property Runes? It feels like once you start buying property runes, you become married to your weapon which is what I though ARP was trying to fix.
>>97965664Is it good? I mean, are the changes good ideas in terms of creating a 3-aboo gaming experience, at least as good as what you would have homebrewed if some mad spirit had possessed you to do it yourself?
Is Pathfinder 2e balanced enough to run as an open table West Marches game at the FLGS?
>>97967480I do not know. I would have to sit down and play or GM the game myself.
>>97967486I guess it depends on how gamey the wilderness is? PF2E's biggest weakness in any kind of sandbox or exploration is that the math is so tight you can't have players encounter shit wildly out of their level and expect them to survive and run away, unless you're willing to run all those encounters as Skill Challenges.But if you go the full MMO route with distinctly levelled zones it should work fine. Some people may tell you to use Proficiency Without Level but that is just a stopgap and requires a lot of GM fiddling to work.
>>97965401>TQSpoilers for Seven Dooms for Sandpoint. We just assembled some allies for what is potentially the final fight in Seven Dooms for Sandpoint (PF2e). We recruited the Runelords, the Church, the ghouls beneath Sandpoint and some mercenaries from Magnimar as well as random townsfolk our Dwarf fighter recruited as cannon fodder by crafting and arming them with expensive equipment they get to keep if they survive. We also talked with the Red Bishop about reinforcing the seal at the bottom of the Pit (dungeon crawl area for most of the campaign) containing the demon lord Uvaglor using a ritual they taught us (was obviously flawed by design, but our sorcerer caught the flaw and perfected it in secret so we wouldn't accidentally create another World Wound) My character (a lvl 11 Champion of Shelyn, basically looks like Prince Charming from Shrek) recruited the church and was named its successor by Father Abstalar and made a deal with Liralarue for her freedom to aid us in the ritual and I got a pretty cool +2 striking demonbane greatsword that was keeping her sealed (we only released her as a last resort since we have to make sure the ritual we're doing succeeds and need all the casters we can get).Our next session could very well be our last and its that sorta point where we could succeed or could result in a bad ending since Red Bishop is bringing the bulk of their forces outside the Pit (supposedly they want to avert disaster they're supposed to bring by giving us the means to stop it, but it's difficult to trust a demonic looking mothman) They have 4 vrocks and an adult black dragon as their known forces, so could potentially be a tpk if and when they turn on us.
>>97967729>But if you go the full MMO route with distinctly levelled zones it should work fineThat's basically what got me into it so yeah.
I'm going to be running a solo campaign for a friend who's been struggling to inhabit his characters/get in the mindset of playing a character (His own issue he wants to correct) in PF2E (Because he likes the system) but I'm trying to figure how best to adjust for a Solo player. I've given him all the power variants (Dual Class, Free Archetype, Ancestral Paragon.) but should I also add in some Lone Wolf-Style things like... Has 5 actions in a turn, not 3. MAP reduced by 2?
>>97968029Does he have to be completely alone in-game? If you gave him an animal companion or some NPC followers to boss around at least he could flank and use some tactics
>>97968331I could give him some minions the gameplay portion should be fun it's mostly an exercise in getting him to inhabit his character. I could say "Make a second character with no extra rules, he's your follower, you'll control his actions too."
>>97968339By inhabit, you mean like roleplaying? If you have a follower it's also someone who he can talk to for roleplaying. If it's just an animal companion it's okay for him to control it but if it's an actual NPC it might be detrimental to have him control another character in terms of slipping into the role of the character. Maybe you could have the player give verbal commands like roleplaying to the NPC that travels with him, and then you as DM control the NPC trying to follow his orders? Normally it's one action point to "Request" a friend NPC do something but you could just make it free. This is just how I think I would do it if my goal was to maximize the amount of roleplaying from the player
>>97968387Yes, the goals to get him to inhabit his character and feel comfortable roleplaying. He's oddly very well built for the old school RPG crowd because he often just sees his characters as stats and a vehicle to Play the game. In fact I wouldn't even have offered this if he didn't tell me it bothered him and he wanted to do more roleplaying.
https://www.reddit.com/r/Pathfinder2e/comments/1sz2x5l/mathfinders_5step_guide_to_boss_fights/https://www.youtube.com/watch?v=umor6tXXLuQ>Nooooooooooo, you don't understand, it's actually really fun to fight overleveled bosses!This guy again...
For those of you who've played Rise of the Runelords and/or Curse of the Crimson Throne, what did you like and dislike about those APs? I'm thinking of running one or the other as my next game, although I wonder if they'll convert well to 2e or not.
1eHow does battlemind link work? you have to cast it before combat knowing there's going to be a combat but immediately enough so the minute per level doesn't fizzle? how does the "you both make attack rolls and both use the higher of the two dice for your attack rolls"? like I'm attacking the enemy, I roll and my partner rolls too and I pick the highest result? and this for every attack, mine or theirs?
>>97969325that spell is badly written and doesn't function unless you make up houserules for how it works.It seems like the "intention" of the designers for the spell is that you and your buddy are going at the same time, but because it says you roll the same initiative "before modifiers" you're going to be on a different initiative, so attacking at "the same time" doesn't really make sense. I guess the faster one can just delay their action until their ally's turn and attack. You could also houserule that the slower person can just declare that they will attack the same target as you and then you can both do your rolls and then just like write down the results for later, and if the target dies or they can't attack it for some reason on their own turn they just can't do anything on their turn. There's also the issue with different numbers of attacks, like if one of you has higher BAB or two weapon fighting or something you aren't going to have the same number of attacks so I think in that case you would only get the double rolling on attacks until one of you runs out of attacks per turn. Ultimately once you cut through all the bad design the effect of the spell is just "you and one ally get advantage on initiative and on attack rolls if you both attack the same target" but way more convoluted. I don't think it's worth giving your DM a headache trying to figure out how it works
Have any of you played with the mythic rules/feats for PF2e? Are they fun? Also do they overwrite free archetypes and if so, are they worth it? My DM is thinking of messing around with it eventually for higher level play.
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