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File: Ratfolk_ranatagi.jpg (111 KB, 696x1000)
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We continue fixing until someone else remakes the thread Edition

>>IF YOU ARE ASKING A QUESTION, PLEASE SPECIFY WHICH GAME YOU'RE PLAYING<<

Previous Thread: >>98048006

/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: How do *we* fix the classes that need fixing?
>>
>>98113913
some sites for P2e are broken to me, do they work for anybody else?
>>
Asked last thread, will ask only once this one.
Can anyone help a fellow anon out? I'm looking for official stats for Hshurha, the Duchess of All Winds? One of the Elemental Lords? My googlefu is failing me now and I wonder if it's because it was printed once in an overlooked book/magazine/article or just never printed. Failing that, does anyone have any stat blocks for her that they made themselves, or even stat blocks from other creatures that would work? I'll go with the best of whatever anyone's got.
>>
>>98114150
They're busted, the link repo is another thing in need of an update.
Feel free to list sites, I'll cook up a pastebin for the next thread.
>>
Is Commander fun?
Trying to think of a good setup/build/fun character to make one as.
>>
Is solarian any good? Either in sf2e or backported into pf2e?
>>
>bard
>mystic (rhythm)
>envoy (spotlight)
>luminary
I feel like Starfinder kneecaps itself frame one by making mystic a very blatant fusion of bard, druid, and cleric.
>>
>>98114902
I find 2e Solarian fundamentally broken without any subclasses. I would have not released it without such a major oversight.
I played one back in 1e and it was fine enough. I found myself struggling with melee in a ranged focused game a lot.
>>
Like, I get that the subclasses in the playtest sucked ass. The whole class is about balancing the lightside and darkside. So, why do the subclasses amount to lightside, darkside, and gray jedi and entirely discard that mechanic? When I get the feedback that all my subclasses suck, I would make new ones instead of just scrapping a core feature of the game's mechanics.
>>
Is there anywhere I could find statblocks for like… Normal dudes? Heavy infantry and stuff like that.
>>
>>98115640
You should go to the Archives of Nethys (for either edition) and look for Humanoid monsters. Specifically Humans. Those tend to have the generic statblocks you might want.
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>>98111690
Ring of Protection right, sorry.
I guess I misread it, so it doesn't work like an Amulet of Natural Armour and stacks up then?
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>>98115996
An AoNA gives an enhancement bonus to Natural Armor, which is why it stacks with normal natural armor and other bonuses to AC. Kinda like how the +X from armor (which are enhancement bonuses) stacks with armor, they're a different type of bonus (enhancement to natural armor vs enhancement to armor), so they stack.

The Gun Tank ability and a RoP both give a deflection bonus to AC. Same type, so they don't stack, you'd use the highest of the two, which is going to be the Gun Tank ability for firearms and splash weapons, and the ring for probably everything else.

Very few bonuses stack with each other, the most common one being Dodge.
>>
>>98114902
It functions. It is basically the sparkling soulknife of P/SF2e, it pays a lot for the privilege of having a slightly better sword than normal, and a kind of shitty gun that takes no hands to use. Its feats are propped up by 1-2 of them being kinda good, and its chassis is barebones enough it would make an Italian grandma faint. It genuinely needed to exist in a book that wasn't shared with 5 other classes. Baffled it just ejected the idea of having subclasses and replaced it with abso-fucking-lutely nothing. Didn't even let you pick and choose manifestations, using the wealth of ideas leftover from SF1e, no Lunar Blade? Didn't even put Brutal on its Flare, if you were going to lock it to Strength? At bare minimum Plasma Ejection could have been a core feature, if part of its identity is supposed to be "has AoE option selects".
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>>98115599
>>98116331
I actually kind of get the loss of subclasses. While they are of course Space Jedi, they never were supposed to be so hard split between light powers and gravity. It makes more sense to let them do both and let the player customize how much they want to dip into their ideal Jedi fantasy. There's plenty of SW media where they do just "cross-class" powers like that. They just aren't like Kineticist where all the characters its aping were hardlocked into specific niches.

The real issues mainly come down to the lack of DEX options and options in general. They are just a pretty vanilla beatdown class with some moderate MAD issues, which I don't think subclasses would have fixed. AT MOST, it should be like Alchemist Research Fields where there's specific buffs but all the feats are unlocked for them all, and even then you see how rough that can be. Like they said, being stuck in a book with too many classes left them with the short end of the stick, but it at least a stick that can be built upon with enough time.
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>>98116278
Ah, that makes a lot more sense now, thank you.
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>>98116434
So, like I said, I understand getting rid of the existing shitty subclasses. Why were they not replaced with good ones? You could take the mote and turn that into a subclass instead of making it default. Luke doesn't shoot magic beams out, but Palpatine does. Make the mote an optional thing, instead of a free thing for everyone to use. Now there's no framework for people to add subclasses, since they've been ripped out.
>>
Okay, new thread. Excellent. Here's the question: PCs are going to the site of a recent (in historical terms) battle, where there's been reports of a Leukodaemon gallivanting about and causing issues. This Leukodaemon is genre-savvy, and focuses on memetic diseases such as nostalgia and doubt. To make a long story short, I want to frame the battle where a number of PCs are "in the past," so to say, and witnessing the final hours of the battle. I've got a pretty good map of "battle" and "post-battle" to reflect this, so I can have one group on one page while the others are on another.

But here's my issue; a Leukodaemon and Bloom of Lamashtu (best representative of this kind of fucked up flower) are like... CR 9 and CR 10, respectively, and the PCs are Level 7. That's already an Extreme encounter, and utterly wastes the potency of a Leukodaemon's disease aesthetic. I think fighting a huge, immobile threat is really cool, but I don't think it's cool enough for the PCs to be forced into a "four dudes beat up two strong monsters." That's something you save for Dragons.

What I'm thinking is... The Bloom is dormant right until the Leukodaemon dies? And until then, it's puppeting corpses it's ripped out of the soil. Pic related is cool art I found that could be used for that (there's a few "plant-infested" monsters, but I'd have to hunt for them.)

I don't quite know what I'm asking from you guys. I guess it's me airing out my brain to the only people I'm comfortable discussing it with, and seeing if you have any monster recommendations, encounter angles (since there's an interesting faux-time travel going on) and so on.
>>
>>98117298
(I assume you're running 2e)
So how exactly does this Leukodaemon's memetic powers manifest? Is there some kind of effect it has on the surroundings? To creatures? Perhaps one interesting effect it could have is something along the lines of battlefield warriors (whether temporally real or not) interfering with the players in some way or causing some kind of potential for like "player can spend an action to instruct the ghost of a nearby past warrior to make an attack on their behalf" or something along those lines to make the whole thing more interactive?
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I will ask once again
[PF2E]
I want to make a mini-mecha pilot but I heard inventor sucks dick. my GM is willing to accept a few home fixes to help and I enter at Level 8. Any tips?
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>>98117568
That could be a very good way to make the battle more winnable, absolutely. The PCs who are hallucinating the past can order the ghost warriors to attack phantasmal roots, which cause the Bloom to lose something important (HP, armor, saves, whatever I feel the PCs need a leg-up against.)
>>
>>98117298
What about treating the past and present stuff like a Haunt. So that by disabling the haunt, it turns off some of the Leukodaemon's features / causes a backlash hurting it / making it easier to hurt. Or like you said here >>98117703 cause the Bloom to become easier to deal with.
>>
>>98117296
I think it is very valid to ask WHY would something need a subclass system, especially when you are limited by page space. Effectively splitting the design and complexity space of any given class is already something of a tough sell, even more once you start piecemealing and splitting feats between them to promote their character, role, and playstyle. This isn't 5e, you don't need subclasses to fill in the blanks of character progression.

Asking the Solarian to pick between a melee weapon, a ranged weapon, or a SHIELD is kind of a silly ask (cough cough INVENTOR cough cough). And going with the idea that Palpatine or Darth Vader are so stuck in the lightning attack they can't hold things with the Force or even retrieve their saber with it is genuinely wrong, so splitting powers by subclass is a no-go. So what are you left with divide or promote with for a subclass system?

Sure, Paizo has phoned-in subclass systems before, see Bard. And Solarian does need more to it; both power budget and feat selection. But I don't think putting effort into more subclasses would be the solution. Out of all the things arbitrarily cut from the playtest, I can take the loss of a subclass system that didn't need to be there.
>>
>>98117790
How did I forget about Haunts? Talk about tunnel vision! I’ve got the idea right now; the Bloom focuses on maintaining the Haunt while the Leukodaemon fights with swarms and other freaky bullshit. The PCs can either solve the Haunt or tough through it, and in doing so damages the Bloom so that when it’s time for the Bloom to fight (after the Leukodaemon can’t tard wrangle it anymore) the PCs are all together. One of those slick two-stage fight type of things.
>>
>>98118089
>>98117790
By the way, I’m looking at The Fight as a possible Hazard to either use or be inspired by. A big aspect of the flashback is that one of the PC’s father died in the war, and I’m going to reveal another PC’s father was responsible.
>>
>>98117921
If subclasses don't need to be here, let's cut them. Get rid of connections, leadership styles, all of them. They aren't needed, right? This ain't 5e, right?
>>
2e
What is the point of Bands of Force? Since the earliest you can get one is lvl 8, a pc that has been playing for a while will already have +1 armor. Even if you are making a higher level character, Magic Armor is the same price and you can get all possible versions and not just the different Resilient versions. Plus the reaction quickly gets outpaced. Also, can you even put property runes on Bands of Force?
>>
2e
If your ancestry feat / heritage gives you an natural armor, could you have a precious material put on it? I'm playing a Titan Nagaji who has Fortification on them and was curious if I could get Dawnsilver applied to it to override the extra bulk. Would that work?
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anyone else kinda get tired of PF2e once you realize how the math works
sure i can play whatever class and take whatever feats and be whatever race and even take a free archetype
the names change, i might be casting a spell or hitting with a sword or shooting a pistol, but the fundamental math and rotation behind everything is the same
it doesnt matter what the name of these things are if they all feel the same
every combat it's the same rotation of spells/abilities/attacks
it might be a ghost or goblin or dragon or orc or demon but their math's always the same
there might be some wacky thing that shakes it up every once in a while but once you get over the gimmick combat goes back to its usual flow
its like playing the gambit system in FFXII but there it's fun to watch your party operate like a well oiled machined
here it's just going through the motions
it feels like doing the same math problem over and over and over again, at first it felt fun to solve it now it's just the same shit different day
>>
In 1e are there magic items that increase the DC of unarmed stunning fist?
>>
>>98117571
Reflavored Construct Summoner
>>
>>98119796
Headband of Wis is the obvious one. I'd consider the debuff route if you're already going unarmed though. Enforcer allows you to demoralize as a free action, and +1 Cruel Handwraps adds the sickened condition after that. Together that's a -4 penalty to their saves (and attack). Probably requires a round of setup before you use stunning fist though.
>https://aonprd.com/FeatDisplay.aspx?ItemName=Enforcer
>https://aonprd.com/MagicWeaponsDisplay.aspx?ItemName=Cruel
>>
>>98117921
>Asking the Solarian to pick between a melee weapon, a ranged weapon, or a SHIELD is kind of a silly ask

Thats almost exactly what I'm asking for. Instead of shield, it would be solar armor. Learn from the Kineticist, you get a significant choice at 1st level, then can choose to either get better with your earlier choice OR branch out into other choices at 5th, 9th, etc.

>Weapon, KAS STR or DEX(granted the finesse trait to your solar weapon), can get traits like Thrown and Parry
>Flare, KAS Dex, choose handedness like the weapon and get different damage die/ranges
>Nimbus/Armor, KAS Con, Get a damage reducting reaction
>>
>>98121439
genuinely I think Kineticist's style of subclass system would massively benefit several other classes. Alchemist research fields would probably massively benefit from it.
>>
>>98120415
I'm gonna blow my shit schmoove off
>>
>>98121439
There's a good reason why I pointed out Inventor and that is, even in a universe where it is good and you can be the Iron Man fantasy, I highly doubt a lot of people want to pick a featline option where all the benefits are not only entirely passive, but reliant on you getting hit. See also the Evil Champions for a less extreme but still pretty bad example of why this doesn't work.

I'm going to skip the whole "people want to USE their powers" diatribe and focus more on the fact that, again, why do they need a subclass? Why do they need their weapons to be split? What would be a feat that only a Thrown Solar Weapon could have that a Solar Flare wouldn't also want or could use? Customization and limitations are important, but you always have to make a strong argument as to why the class needs them.
>>
PF1e question
Gunslinger - Bolt Ace specifically.
If I take a Heavy Crossbow, have Rapid Reload for it and at 11th gain Inexplicable Reload I can shoot the heave xbow twice per round, correct? Is there any way to increase that to take advantage of all iterative attacks or do I have to go with a light xbow to do that?
>>
>>98122254
You're looking for Crossbow Mastery, you should be able to afford it by the time you get your third iterative.
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>>98122328
TY, forgot about that one.
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>>98119772
Isn't that just every RPG?
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I could use your help, anons. I got invited to play in a friend's 2e game, but all of my previous experience is with 1e and dnd 5e. Can someone give me a quick rundown of 2e's major differences, and tips on what classes are easiest to pick up and play while I get my bearings? All I really know about it is that they somehow made fighters good this time around and that they took drow out behind the shed and shot them. Thank you for your time.
>>
>>98122971
I'd say Fighter, Barbarian, and Rogue are all pretty easy to grasp. Sorcerer and Bard are also good for beginners if you're looking to play a caster.
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>>98122971
There's not a great QRD to give because the editions are so different. We would be here all day if we had to point them all out. Can at least give you a link to the AoN Beginner's Guide so you can pick up on the differences.
https://2e.aonprd.com/PlayersGuide.aspx

Generally, the most core differences are
>Proficiency and Skill Trainings aren't point-based but a tier system that provides Level+2/4/6/8 to your roll.
>Critical Hits/Fumbles on everything is codified, nearly everything has additional effects if you crit them.
>Succeeding/Failing a check by +/-10 changes your "Degree of Success".
>The combination of the above creates a semi-bounded accuracy system where everything is expected to be within 0-4 levels up or down from you, and breaking past such on your own is near-impossible.
>Emphasis on "on your own", teamwork is key to such.
>Weapon and Critical Specializations from Starfinder1e are imported in.
>4 types of feats: Class, Skill, General, and Ancestry, granted at different levels.
>Archetypes are now a universal system, not class-based. You buy them with your class feats.
>Multiclassing is by the above, no dip levels or such. As such your base class matters heavily, as you can't customize their proficiency, competencies, or features nearly as easily.

As for starter classes
>Fighter
>Rogue
>Barbarian
>Champion
>Guardian
>Ranger
>Bard
>Sorcerer
>Witch

All make for good beginner-to-intermediate-friendly options.
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>>98122989
>>98123015
Thank you both very much, I appreciate the info!
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>>98122971
>>98123015
Also you get 3 actions per turn rather than "movement phase then one action," with moving as an action, and instead of BAB ratings for additional attacks, each additional Strike in a turn is -5 and -10 for the second and third, with feats for certain classes reducing that. Depending on the specific spell casting times may take multiple actions, Heal for example can be cast as 1 action as a touch spell, 2 as a ranged single target, and 3 as an AoE.

You missed Cleric.
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>>98124145
The 3-action system is definitely one of the more major points and strengths of 2e but I was mainly focusing on Pathfinder-isms that would feel distinctly different from someone that's a big 1e-head.

I also avoided Cleric because of some of the nuances, such as Doctrines splitting features, deity spell lists, and the Divine list being situational and "lacking" damaging options if you don't know where to search. It's easy to healslut, but you can probably just play Sorcerer or Witch. And I don't consider healing to be a beginner role.
>>
>>98118635
>Since the earliest you can get one is lvl 8
The GM book outright tells you to give treasure whose level is higher than the party's.
>The guidelines for awarding treasure, meanwhile, have you give the party items 1 level higher than the PCs. This means the items found on adventures are more powerful than those a PC could make (which are capped at the PC's level). (GM Core, Treasure, p.58)
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>>98119772
try playing with a GM that makes you do other things during fights or let you resolve fights in different ways

the map also tends to be very important
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>>98122971
the most important thing during combat is figuring out how to make the enemy's number smaller while your number big by using a ton of actions you don't use all the time that might be good against that enemy. Learn to recall knowledge and target saves
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>LEGACY OF THE FORGE Another gear book similar to Treasure Vault for all us loot gremlins. It will include new rules for Relics that are far less restrictive in terms of flavor and form, allowing us to customize them and have more items that can grow with our characters, and be more easily utilized by the GM to tie important items into campaigns or character backstories.

>LOST OMENS: UNSEEN WORLD They're still being pretty cagey about what we're actually going to be seeing here. What's been confirmed is that it will dive into spiritual and religious practices in Golarion, so probably a more ground-level version of a lot of the stuff we saw in Divine Mysteries? We will also have 2 new Animist Apparitions and a few new feats, a new Druid Order based on the floral traditions of Vudra and Jalmeray, and a few more unannounced class options.

>CHRONICLES OF THE PATHFINDER SOCIETY Basically a Best Of reprinting of Paizo's best PFS Scenarios, including many from 1st edition which are getting reprinted. Mike said that they're doing this because they felt a lot of the hard work and storytelling that was put into 1st edition PFS was being forgotten and wanted to bring it back for people to enjoy, which is great.

>ADVENTURE PATH: WAKING TIGERS This is definitely one of the weirder concepts for a 1-11 AP I've seen and I'm certainly interested. You play a bunch of investigators in the Tian Xia nation of Hwanggot who have been framed for a crime and need to go on an adventure to prove your innocence. The cover implies you're going to the Darklands of Tian Xia. What's weird is that you will be adventuring, then frequently, repeatedly cutting to a courtroom scene of your trial already in progress, pleading your case while being defended by a kitsune lawyer. And yes, they confirmed that, if you die, YOUR CHARACTER WILL STILL BE PRESENT AT THE TRIAL! They confirmed there was a bit of Phoenix Wright inspiration here, which is good because I love those games.
>>
Asking for feedback on Thaumaturge's part, feel free to also point out feats in need of a touch up or that the class should have. https://scribe.pf2.tools/v/M89l6Vvf



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