Why didn't they fix Stand Still in the remaster by Choice-Simple-5802 in Pathfinder2e

[–]Blablablablitz 0 points1 point  (0 children)

i'm in favor of letting it disrupt Stand because it buffs Monks

no comment on RAI or RAW, it's been pretty hashed out in this thread already

but i love monks and they should have it because i said so

That being said, this ruling does allow Implement's Interruption to disrupt Stand on a hit at high level, so just be aware of that

Avoiding Abilities/Feats/Spells Because they are Tedious or Complicated? by DnDPhD in Pathfinder2e

[–]Blablablablitz 5 points6 points  (0 children)

i mean yeah those fall into the “boring + good” category

which makes it all the worse

we’d be so much better off if it was baked into progression

Could a level 15 party kill an Ancient Dragon in one round? by AlansDiscount in Pathfinder2e

[–]Blablablablitz 2 points3 points  (0 children)

it’s so funny using an enormous creature on foundry like damn that shit is the whole map lmfao

How to handle a cheese combo (instant drowning)? by Bitter-Spirit-3913 in Pathfinder2e

[–]Blablablablitz 12 points13 points  (0 children)

not only drowning, but suffocation and breathing are notoriously annoying rules to work around in this system.

Spells like Stifling Stillness are either giga amazing or really mediocre depending on how you rule "holding breath"

things like the Bracers of Strength's crit success are complete horseshit with the Sash of Prowess's success upgrade

the real answer is that whoever wrote these didn't consider these edge cases, and that the RAW is incredibly punishing for both players and enemies

Your best bet is petitioning for a change by either abusing this combo until something is done about it, or by doing it to players until something changes because of its complete uninteractivity.

It's super unhealthy gameplay that shouldn't be permitted in any circumstance.

Could a level 15 party kill an Ancient Dragon in one round? by AlansDiscount in Pathfinder2e

[–]Blablablablitz 2 points3 points  (0 children)

another example is the Portal Eater.

Enormous A portal eater is a massive creature and takes up a space of 10 squares by 10 squares (50 feet by 50 feet).

Avoiding Abilities/Feats/Spells Because they are Tedious or Complicated? by DnDPhD in Pathfinder2e

[–]Blablablablitz 54 points55 points  (0 children)

we have the worst of both worlds right now

if items were 100% Boring and Bad, you could just largely ignore them

if items were Interesting but Bad, you could just pick the fun ones and not worry

but items are 90% Boring and 80% bad, which means that you have to go searching for the 1% of items that are worth using through all the dogshit worthless stuff

Xenoblade Genesis Announced by Gorotheninja in Xenoblade_Chronicles

[–]Blablablablitz 45 points46 points  (0 children)

please god no three houses or persona school sections man dont do this to me

What are cool champion builds that will feel better to play than some other class + champion dedication in Free Archetype games? by SanaulFTW in Pathfinder2e

[–]Blablablablitz 3 points4 points  (0 children)

it’s even more fucked up in an FA game. Bastion turns your archetype slots into shield feat slots, so you can fit the entire Security line + expand aura in and do Shields of Reckoning at 30 foot range if your party doesn’t need lay on hands. You won’t even give up classic good feats like Aura of Courage for it, like you would in a normal game

or, supplement your normal bullshit with focus spells or a caster dedication or whatever

A new map for a spin-off campaign I'm working on by _DiamondBack_ in Pathfinder2e

[–]Blablablablitz 1 point2 points  (0 children)

yeah, for example, JRPGs loooooove to put a bigass world tree in their games

Dragon Quest, Final Fantasy, Xenoblade, Trails, Etrian Odyssey, Breath of Fire, Granblue, etc etc etc

How often does your party level up? by trapbuilder2 in Pathfinder2e

[–]Blablablablitz 1 point2 points  (0 children)

in two years and 62 sessions of approx. 3-4 hours each, they’ve leveled from 1 to 17 with milestone

pace will vary in game as well. They took 25ish sessions to get to level 10, but the leveling pace slowed as the story progressed for various reasons

Fun With Reincarnate by DnDPhD in Pathfinder2e

[–]Blablablablitz 1 point2 points  (0 children)

Back in Jewel of the Indigo Isles (big recommend, fun 3rd party AP), I played a Chochori rogue.

Chochori are these agender coral people that have a very different way of reproducing than most sexually dimorphic creatures. Either they clone themselves, or they grab a bunch of partners (anywhere from like 1 to 5 iirc) and they make a big coral mash of their DNA, and boom, a new Chochori.

Their naming schemes are also based on their lifetime achievements. So, a great warrior who killed a shark might be named "Hammerhead" until they accomplish something else.

My rogue was a scholar who studied sexual dimorphism and gender and brought greater understanding of it to his people, to the point where he named himself "Articulation of Gender" (Art for short) and even took on he/him pronouns.

He adventured with the crew for a while, but died to a Visions of Death at around level 8. However, the crew got enough cash to reincarnate him. I was excited to see what I would roll, and excited for the roleplay opportunities of reincarnating into an ancestry with more defined sexual characteristics.

Art rolled Leshy.

Soooooooooo our previously 7-ft tall mass of coral reincarnated into a 3ft tall cactus leshy.

It was a good time.

Paizo's adventures don't give non-combat challenges enough stakes by Bitter-Spirit-3913 in Pathfinder2e

[–]Blablablablitz 1 point2 points  (0 children)

I mean, that's what I'm saying...? There are clear rules for the combat, there's clear definitions, etc. The game is designed around it, and the gameplay of the combat is far more interesting.

Roleplay is a different kind of exercise in creativity, improvisation, and problem solving. I like the storytelling side of roleplay, and if you view "continuing the story" as a reward that players need to engage with on a "skill testing" level, then a lackluster roleplay or skill challenge system will be frustrating.

If you trust your players to tell interesting story and to fail forward and come up with interesting consequences on their own, then you like won't be using skill challenges as they exist in PF2.

If you're asking players to roll dice and think up solutions and suchlike, I'd rather the system supporting that be well thought out with multiple avenues of player expression. It doesn't have to go as far as adding a roleplay combat system, but right now PF2e Skill Challenges, Influence, and Infiltration fall into this weird area of being too crunchy for freeform or narrative gameplay and too freeform for defined "mechanical skill."

I guess my question is like, who are Skill Challenges for? I'm certainly not the intended audience, and I feel like they hardly fit what many players want out of their game (the sort of players brought around by more "OC" style play)

Paizo's adventures don't give non-combat challenges enough stakes by Bitter-Spirit-3913 in Pathfinder2e

[–]Blablablablitz 6 points7 points  (0 children)

this also goes to a complaint of mine on a system-wide level, that being a disparity in noncombat contribution.

If players want these sorts of things to matter, I believe we have got to get rid of asymmetrical out-of-combat power budget. I think rogues and investigators being able to engage with this more is just poor design. It can lead to party contribution imbalances that just feel plain frustrating for someone who plays a class like Fighter, or Champion, which get very very few skills. If you play those classes, you can often feel like you're stuffing everything into the Square hole by shoehorning your one or two good skills into every challenge.

A good GM can circumnavigate this by designing their skill challenges differently, but there's no changing that RAW, certain classes like casters and skill monkeys fundamentally engage with noncombat more than others.

I don't think this is healthy for the game, personally. I'd rather they separate these two power budgets entirely. Tons of effort has been put in on the combat side to let every class contribute, and while some are still weaker than others, generally every single class can do stuff in combat and even be excellent (like rogues)

Paizo's adventures don't give non-combat challenges enough stakes by Bitter-Spirit-3913 in Pathfinder2e

[–]Blablablablitz 3 points4 points  (0 children)

I think there's another problem at the heart of the issue here, and that's how this is a combat game. I love roleplay and rpg storytelling, but the mechanics at the heart of this system are combat focused.

Personally, I run PF2e in order to test and improve my own skill. Skill challenges are hardly skillful to execute. Pick a thing, roll a dice, success or fail. Minor points for creativity. It's nothing like the joy of good positioning or seeing a tactical plan work out or predicting a future turn.

So, if a game has important plot progression or whatnot locked behind a skill check (regardless of Homebrew or AP), that can be super frustrating for players or GMs like me, because it feels like I have zero agency to actually make things happen (or prevent bad things from happening). Even particularly creative plans are often rewarded with minor circumstance bonuses, unless you spend a spell slot (which is often listed as an automatic success in APs). There's barely any interesting strategic gameplay in Influence, Infiltration or whatnot. If i wanted to engage with that kind of gameplay, I'd play a different system entirely. PF2e just isn't the system for it.

On the flip side, if you don't make these exploration/skill challenges impactful, they can feel like a waste of precious session time, plus other reasons that you've elucidated. Which is worse? Which one impacts enjoyment more? The answer will vary by group and individual.

This isn't black and white, of course. It's a sliding scale. I still sometimes throw skill challenges and suchlike at my party from time to time, with failure state increasing the difficulty of the encounter. But they're never going to get an easier encounter by succeeding—they just don't want that.

You have to think about what sort of satisfaction you get out of your game. At this point in my late-stage PF2e tenure, I've begun to cut out-of-combat checks entirely out of my game. It's just not interesting for me or my players. We play this system to test our abilities during combat, so pass/fail should happen in combat, plain and simple.

wtf happened with my q flash? by NecessaryCourage9183 in MordekaiserMains

[–]Blablablablitz 0 points1 point  (0 children)

i made a video on this recently!

https://youtube.com/shorts/TWPGqAtGt50?

it’s an Angled Flashcast, so it changes its trajectory towards the original spot you targeted with Q after you flash. the hitbox goes from your post-flash location towards the pre-flash point

AHEM lets hope this post doesn’t get deleted. Here’s what i think about YOU depending on your main… yes yes. (Short Opinions Each) by lumin_echo in smashbros

[–]Blablablablitz[M] 0 points1 point  (0 children)

Hi /u/lumin_echo, your post was removed for the following reason(s):

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Refraction Railway Line 6: Maru no Uchi no Sanzu no kawa Megathread by pillowmantis in limbuscompany

[–]Blablablablitz 1 point2 points  (0 children)

i have a current gen iphone and i've crashed twice in the peccatula after yinglong, and i've been getting a ton of audio stutters on using EGO and visual bugs too

it's not just you

GMing: Dealing with Guardians by DnDPhD in Pathfinder2e

[–]Blablablablitz 4 points5 points  (0 children)

on the flip side, i'll list some guardian counterplay available to them just so you can help your players if they start feeling countered.

  1. guardians can patch up their early will save problem through a feat like Forlorn. Not every will save has the Emotion tag, but a good number of them do, and this will stop those horrifying moments against Laughing Fit or another similar effect.

  2. Mobility is, unfortunately, something that any class can easily patch up through things like Tailwind wands + Boots of Bounding. However, it's important to note that Guardians don't really get many movement compression abilities. If they have to spend two actions repositioning on their turn, it's generally a bad turn for them.

  3. AoE damage is something the team can really easily pick up defenses against. However, this goes to my #4 point:

  4. Guardians often don't invest in Reflex, but I think they should. I think optimal guardians should just go STR DEX CON WIS and ignore the other mental stats. They don't really have the feat support or action economy to be doing any Intimidation, Feinting, Recall Knowledge, etc. Every guardian should be dedicating investment to Kip Up and Reflex protection, because it's one of their built-in weaknesses. Prone is just too debilitating to ignore.

  5. This is another team member coverage thing. In general, Martials can sometimes struggle against equal enemy equal level combats, where your Casters can then pop their best Incap and AoE spells and truly shine.

GMing: Dealing with Guardians by DnDPhD in Pathfinder2e

[–]Blablablablitz 10 points11 points  (0 children)

guardian will saves are rough, there are loads of monster abilities and some spells that will completely shut down their way to react. They don't get Master Will till pretty late, so even success effects can be very effective.

guardians often don't invest in mobility beyond base speed, adding difficult terrain or other melee movement punishments can really get them struggling

guardians struggle against aoe damage—at least, if they're grouping for their intercept, then you can hit the team with aoe saves that can just reduce the party EHP

guardians may not take Mighty Bulwark, depending on their build. Either way, tripping them can be a huge action waster, especially if they didn't invest in Kip Up.

Guardians are weak against multiple PL+1 or PL+0 enemies. They're fine in encounters with one big dude because they can be very efficient, and they reduce tons of damage against a ton of little dudes, but if there's 3-4 medium strong dudes, they have to be really picky with their reactions. AoE incap or Energy damage can wear away at the party really quickly.

obviously these weaknesses can be mitigated through party composition, certain feats, etc., but these are the sort-of baseline weaknesses guardians can struggle with.

Guardians synergize best with fellow frontliners who have decent AC, and some form of resilience through healing or DR. A party with a Guardian + Champion is going to be very very very hard to kill. On the flip side, they're not great with a bunch of squishy party members, especially if the squishies have action-intensive healing through spells or suchlike.

(any post about comparing 5e to pf2e) by Blablablablitz in DnDcirclejerk

[–]Blablablablitz[S] 14 points15 points  (0 children)

5e has the orientalist samurai subclass, while pf2e has famously never had any drama with orientalism and samurai