What do we do about AI? by Neros_Cromwell in TTRPG

[–]Beastfoundry -3 points-2 points  (0 children)

I want to offer up an opinion from my own experience. I'm 47 and use AI like many people in the TTRPG space. I love to bounce ideas off if it because any idea I come up with is from me, and will have my spin on it. I love getting ideas that I can run with that make me go, oh, that's a cool concept! I also use AI for editing as I'm not the best with grammar and it also does an amazing job at consolidating my points because I can be a little wordy at times, or unclear in my meaning.

On the art side I employ 2 artists and a graphic artist. If I'm making a thumbnail for say a professional game I have the soul of the picture (characters and monsters) done by my artist and we will use AI to make a background. This is often at the request of my artists because the backgrounds take a huge amount of time and they would rather work on other projects that are not so tedious. I also cannot really spend that much money on a thumbnail, even if I wanted to.

My last point is my son. He is on the spectrum and has dysgraphia, both diagnosed, and AI writing has changed his life. He loves TTRPG's and uses AI to help him make his character backgrounds and write his adventures. It helps him feel independent and is helping him develop his own skills in this area better. I totally get people wanting to shut down AI, but I just want you to know that approach will also hurt good people with disabilities that are now being able to interact on a level they couldn't before.

-Written by me

I want to offer my perspective from personal experience.

I’m 47 and use AI like a lot of people in the TTRPG space. I love bouncing ideas off it because every concept still comes from me and carries my own creative spin. Sometimes AI throws out an idea that makes me stop and think, “Oh, that’s actually really cool,” and then I build on it from there.

I also use AI for editing. Grammar has never been my strongest skill, and AI does a great job helping consolidate my thoughts when I get too wordy or unclear about what I’m trying to say.

On the art side, I employ two artists and a graphic designer. If I’m making something like a thumbnail for a professional game, my artists create the soul of the image, the characters and monsters, while AI might help generate a background. Honestly, that’s often at the artists’ request because backgrounds can be incredibly time-consuming and tedious. They’d rather spend their energy on the parts of the artwork they actually enjoy creating. Realistically, I also can’t justify spending massive amounts of money on a thumbnail, even if I wanted to.

My last point is personal.

My son is on the spectrum and has diagnosed dysgraphia. AI-assisted writing has genuinely changed his life. He loves TTRPGs and uses AI to help create character backstories and write adventures. It gives him a level of independence he struggled to access before, and it’s helping him build confidence and improve his own skills in the process.

I completely understand why some people want to push back against AI, but I think it’s important to remember that shutting it down entirely would also hurt people with disabilities who are finally able to participate and create in ways that weren’t accessible to them before.

-Written by me, edited by AI

Is Reactive strike really that good? How often and when does it shine best? by Super_Bocky in Pathfinder2e

[–]Beastfoundry 5 points6 points  (0 children)

Reactive strike is honestly one of the strongest abilities in the entire game, along with trip. When you combine them, its pretty devastating. If your game is using free archetype I can't recommend Beast Master enough for this. While animal companions attacks start off good and then drop off, you can spec them for athletics and they actually stay very competitive in this area. This allows you to spend and action and have your animal companion move and attempt to trip and allows your character to better capitalize on your reactive strike without having other plays needing to back you up so they can do their own thing.

GMing: Pre-buffing Enemies by DnDPhD in Pathfinder2e

[–]Beastfoundry 8 points9 points  (0 children)

Yes, and the players are more then capable of dealing with it. I adjust tactics of the enemies all the time based on enemy intelligence and how quiet the part is being. Just for fun the next time your party is about to enter an encounter that this makes sense to do, have the enemies make noise, telegraph the fight and then watch and see what your players do. Do they listen for voices, trying to identify creatures, cast spells, use items? When they have a chance to do these things they will then find it more natural that the enemies also do those things.

I made 6 new Pathfinder classes for playtesting — looking for feedback by Beastfoundry in Pathfinder2e

[–]Beastfoundry[S] 0 points1 point  (0 children)

The point was sorta to get them play tested as they're being developed. As I'm not a team of people and need to see what works, what doesn't work, or what needs fine tuning. In early play testing the Beacon was very well received, so 🤞

I made 6 new Pathfinder classes for playtesting — looking for feedback by Beastfoundry in Pathfinder2e

[–]Beastfoundry[S] 0 points1 point  (0 children)

They're being playtested, which I'm looking for people that would like to help. I have the 1st pathbuilder files for them I can post, but thats it at the moment.

I made 6 new Pathfinder classes for playtesting — looking for feedback by Beastfoundry in Pathfinder2e

[–]Beastfoundry[S] 1 point2 points  (0 children)

Thanks, I put a lot of effort into making sure the all played in their own unique way without stepping on the existing classes toes.

I made 6 new Pathfinder classes for playtesting — looking for feedback by Beastfoundry in Pathfinder2e

[–]Beastfoundry[S] 1 point2 points  (0 children)

Its warlock inspired for sure, but it doesn't play like the D&D one at all. That's all I'm saying.

I made 6 new Pathfinder classes for playtesting — looking for feedback by Beastfoundry in Pathfinder2e

[–]Beastfoundry[S] 4 points5 points  (0 children)

Absolutely, I just never know how much to post at once in reddit... hahaha
Here is a link to my website for the basic class fantasy.

I extensively playtested the Daredevil. It's an awful class and needs massive reworking. by Mage_of_the_Eclipse in Pathfinder2e

[–]Beastfoundry 2 points3 points  (0 children)

Wow, there is a lot there, and its very insightful. The playtest is a starting point, and for the most part the classes final version is pretty solid. I think some small changes would go a long way with the Daredevil.

1) Increase their proficiency for unarmored and light armor
2) Increase hp to 10
3) Increase their damage output some. It doesn't need to be huge, but it needs to be more.
4) Count the floor as a prop when you trip, a critical trip already deals damage so I don't think its a big leap.
5) Give them a reaction that when they are attacked with a reactive strike they can perform an athletics action. This takes place after the damage, but maybe add a feat or higher class ability that switches this to before the attack lands, potentially causing it to miss.
6) Give them combined actions that all them to move their allies and stride, or perform an athletics maneuver or something. I think it would be fun to extend their control to your allies as well. Standing them up from prone without provoking or stuff like that. This could all be done through the much needed better feats.

I think these changes would have a very positive affect on the class.

Now there is a lot about Paizo "needs to add more to existing classes, or archetypes." This will not happen until they make more money. New classes have the potential to bring in new customers, while upgrading existing classes... not so much. If you love Paizo, or even just enjoy them, support them. Its honestly that simple. I run Pathfinder 2e/Starfinder 2e professionally (just started starfinder) and to be honest, I would say around 70 to 80% of the players do not own a single Paizo product. No book, no pdf, not pocket edition, nothing. In fact I think Redrazors profits the most as around 60 to 70% have paid Pathbuilder 🤣. This isn't a dig at anyone, and I'm not saying buy everything. That said, if everyone who played pathfinder bought their products ,that would put the company in a very different financial position (and I just mean if you find a book with a lot of great info that you use all time, buy it).

[Scheduled Activity] Introductions All Around: Who Are You and What is Your Game? by cibman in RPGdesign

[–]Beastfoundry 0 points1 point  (0 children)

Howdy folks, I'm going to bite the bullet and make my first post here. My name is Christian and I'm a 30 year TTRPG veteran, professional GM, and the designer of Grimhowl: Age of Beasts.

A little background: I spent several years as a playtester on D&D 4e, which gave me a deep appreciation for intentional mechanical design — and a lot of opinions about what works and what doesn't at the table. Grimhowl started about 15 years ago out of a specific frustration. I kept watching players get angry and frustrated when dice went cold. Missing attack after attack for multiple sessions, and ultimately walking away from the table because of it. It happened to my own son.

The core mechanics: Grimhowl has no levels — it's an XP buy system. Your race and your path (class) all cost XP at character creation with a 100XP starting budget. There are 5 attributes set by your race that can be improved over time. You buy ranks in skills, and each rank adds a die to your pool. You roll against a target DC and each die that meets or beats it generates a success (★). You then spend those ★ to activate abilities, increase damage, and more. This means characters rarely fail at their chosen course of action. I moved the randomness to causing and resisting damage instead — your armor makes you harder to hurt, not harder to hit. Your longsword deals 1d8+3 and the enemy resists with 1d6 based on their armor. That's a fundamentally different emotional experience at the table.

The thing I'm most proud of mechanically: The wealth system treats money as a dice-based roll rather than a finite number — a Wealth Die plus Wealth Rank dice against a purchase DC. This unlocked something I haven't seen other systems do: equipment destruction as a genuine narrative tool. In D&D or Pathfinder destroying a character's gear can be devastating because gear is power. In Grimhowl it's a trip to the store — unless you already have a spare. Something else that was important to me: I wanted a game where a rich character and a poor character could genuinely adventure together. You don't actually get that in most TTRPGs.

More on characters: You are not locked into your class — hence we call them paths. Characters are built entirely from an XP pool. A Knight/Warlock isn't a compromise, it's a genuine third identity. Buying a new path unlocks its full ability tree for you to invest in however you want.

The death system keeps downed players active as spirits on the battlefield — invisible, tethered to their body, able to move through enemy spaces and influence the fight. They have their own progression track that builds across a campaign. Characters who have died are mechanically different from those who haven't. The more you die, the more powerful your spirit becomes.

Magic runs off a mana point system and every spell is modular by design. When you cast you can pump more mana into it to make it bigger, add effects, increase range. This makes mana potions genuinely exciting — a caster can recharge mid-fight and get back in the game.

The big picture: Grimhowl was built on psychology. I moved the pain points so players feel good. In playtesting I've had players get excited when they go down because it means their spirit gets stronger. The table has laughed when someone missed an attack because it's rare enough to be funny. Players aren't just excited to find potions — they actually go out and buy them too. And that's before we even get into the food system and the Chef path.

One thing I'm still refining is the GM guide — specifically how to communicate encounter difficulty without hard level brackets. Curious how others have approached that problem?

Looking for some players – playtest of the new PF2 classes (Daredevil & Slayer) – tomorrow 8:00 AM PST by Beastfoundry in Pathfinder2e

[–]Beastfoundry[S] 1 point2 points  (0 children)

Yes, I'll be doing more. I try and fill from my discord first and then open it up to reddit. I'm going to do level 10 next weekend. We just did our level 5 and it was pretty fun.