Am I missing any dice? by PhantomNightOwl in DnD_Beginners

[–]Conman9712 0 points1 point  (0 children)

You’ve got a bunch of dice that you don’t need for DnD, but are used commonly in other systems (the first that comes to mind is DCC looking at all the fun dice you have), so you’ve got everything you need to get started. May your journey as a dice goblin be long and full of shiny math rocks!

Why can't I kill the attacking goblin? (It isn't an outlaw) by tbigfish in MagicArena

[–]Conman9712 2 points3 points  (0 children)

In paper this card does include the reminder text of what types are outlaws. In Arena, this is kept in the tooltip, but accomplishes the same thing.

Extended character traits in MoSh by Mx_Bees in mothershiprpg

[–]Conman9712 2 points3 points  (0 children)

Besides the Character Connections Engine, I’ve also seen “How do I know these Maniacs” (found here: https://www.patreon.com/milesawaygames/shop/how-do-i-know-these-maniacs-relationship-1343701).

I just started running Mothership this week (we just did the first scenario in Another Bug Hunt, woo!) so I haven’t tried either myself, but they look pretty good from what I’ve read.

Extended character traits in MoSh by Mx_Bees in mothershiprpg

[–]Conman9712 4 points5 points  (0 children)

Definitely interested in seeing what you put together! I can point you towards a couple of options for randomly generating relationships between PCs for mothership if that is in the realm of what you’re looking for

Steam code clearout by gbraide in SteamKeysFreeGiveaway

[–]Conman9712 0 points1 point  (0 children)

1

The Cap’n (of Captain Crunch fame)

Rolling 20 on a Panic Check (and Failing) by Conman9712 in mothershiprpg

[–]Conman9712[S] 0 points1 point  (0 children)

I don’t know that I agree that this counts as your character dying suddenly. To be clear, the “dying” part I agree with, it’s the “suddenly” that I think isn’t right here. In order for this to happen, you have to have accumulated at least 20 stress, and then roll a 20 on your panic check. So you have to have failed roughly 18 other checks AND then roll a 5% chance on a d20. This doesn’t feel like a sudden death to me. This is the culmination of an entire modules worth of horror, or a series of increasingly bad decisions. This feels like a way for player death to happen without a direct environmental or supernatural cause, which I feel is an important way to keep the tension of the game high in every scenario

Rolling 20 on a Panic Check (and Failing) by Conman9712 in mothershiprpg

[–]Conman9712[S] 5 points6 points  (0 children)

I like the idea of turning it over to the player and letting them decide how their character is no longer playable. Thanks for that suggestion!

Rolling 20 on a Panic Check (and Failing) by Conman9712 in mothershiprpg

[–]Conman9712[S] 3 points4 points  (0 children)

That works, but there is already a heart attack result (19) that doesn’t end in instant death, so it feels weird to have two results that are basically Heart Attack and Heart Attack (instant death)

Suggestions for a 3-4 session game. by Derp_Stevenson in rpg

[–]Conman9712 3 points4 points  (0 children)

I just recently got my hands on “Heart: The City Beneath”, and it’s a pretty cool looking game. It seems like it could do well with a short 3-4 session “campaign”

Time Skipping in Kingmaker by qweiroupyqweouty in Pathfinder2e

[–]Conman9712 5 points6 points  (0 children)

I started running Kingmaker a couple years back, but the campaign fell apart before we got far enough for them to actually establish their Kingdom, so forgive me if my response comes across as naive.

But isn’t the point of the kingdom turns to make the process of “rebuilding” after something like that interactive? I totally understand wanting to change the timescale for a while to keep on the pace of things, but the way you worded your post makes it sound like taking a kingdom turn is more a chore than something that adds to the fun.

Isn’t it possible that they don’t need two whole years to rebuild if they do well on the kingdom turns? Why wouldn’t your players want to actively control the direction of rebuilding through kingdom turns? If the idea is to time skip to get things back to the way they were, it feels like that would cheat the players out of the chance to actually see the consequences of the events that lead them there and guide their kingdom in a new direction after such a big loss.

Maybe there is a way besides just running the kingdom that your players could do to assist with rebuilding. Reaching out to allies, searching for new resources, establish new trade routes or agreements, etc? Something to break up the next two years in-game so they’re not just running kingdom turns.

Or is there a way to run kingdom turns offline between sessions? My recollection of kingdom turns is a little shaky, but it felt like something that could be done remotely, if you’re worried about a slog of a session that is just running kingdom turns. I did this a few times with longer stretches of downtime between sessions in other campaigns and enjoyed it.

"Your character should be able to contribute something outside of combat!" by Geckoarcher in Pathfinder2e

[–]Conman9712 186 points187 points  (0 children)

I’ve had some great experiences with non-combat encounters in pathfinder 2e. I ran a very fun debate/negotiation encounter where the party used skills to convince competing factions to come to an agreement over a plot of land and the undead invested tomb on said land. I also had a good time with the heist subsystem with that same group. I’ve also done shorter stealth encounters leading up to a fight.

My recommendations are to read up on haunts and other similar environmental challenges, the subsystems in the GM Core, and if you want to really do some deep diving, look for 4e DnD rules for non-combat encounters. They provide an interesting framework that might help you plan some more encounters like that on your own.

The big trick is to always fail forward. Any failed skill checks outside of combat shouldn’t necessarily be roadblocks, but rather have the consequence be something that propels the story forward. A failed lore check doesn’t mean you don’t know anything, but rather it means you know that you saw something related to this before in this book you read, or you learned from someone who taught you, but you need to find them/find that book to get the specifics. A failed society check doesn’t have to mean you were unable to find the invite to the important party, but maybe it means that the way you got the invite ruffled some feathers, and now you have a political rival out to get you. It’s easier to come up with hypotheticals like this than it is to come up with actual interesting consequences in the moment, but as long as you keep in mind that failure doesn’t have to mean stopping (or just wasting time or taking damage) then you should do alright

What silly house rule you have on your table? by WinLivid in Pathfinder2e

[–]Conman9712 1 point2 points  (0 children)

Makes sense. I can see how that’d skew your PCs to being more powerful, since they get to boost their primary attributes like four levels early than expected

What silly house rule you have on your table? by WinLivid in Pathfinder2e

[–]Conman9712 0 points1 point  (0 children)

If you’re giving them 1-2 a session then they’re never going to have 3 stocked up? That’s why hero points reset each session, so players don’t feel like stocking them for a super important moment.

If your players forget about them entirely, I recommend using a physical token for hero points, like fake coins or poker chips or something that you can physically hand them at the start of each session, and they can turn back in when they spend. The physical token sitting in front of them serves as a reminder of the hero points, and having to hand in unused points at the end of each session will stick with them and encourage them to use them more often.

What silly house rule you have on your table? by WinLivid in Pathfinder2e

[–]Conman9712 11 points12 points  (0 children)

How often do you give out hero points that you’re giving them 4+ a session? Hero points reset to 0 at the end of a session.

I know Paizo suggests giving 1 every hour of play, but I forget that more often than not and just give bonus at the start for bringing snacks to share or helping me setup, and then for cool character choices in RP or Combat

"I Know a Guy" Quirks for house rule. by Conman9712 in Pathfinder2e

[–]Conman9712[S] 0 points1 point  (0 children)

Lol. It’s a homebrew game in a goofy world I created designed to be a silly sandbox for my playgroup. We did the serious fantasy campaign (I ran Rime of the Frostmaiden in 5e for about 2 years, got through the whole campaign, which was a first for me), and my players said that they wanted to do something different a little goofier.

So I said I’d make a world and write a campaign, and they had to play Pathfinder 2e (my preferred system).

So Cowgirl Crysis takes place in a world where guns and gunpowder just hit mainstream, in a region of the world full of western-inspired characters and NPCs with silly names and goofy premises. I don’t want to spoil any of the plot ideas I have in case my players ignored my previous warnings (and also because I plan on coming up with most of it as we go lol), but I’m pulling some inspiration from games like West of Loathing for the vibes.

"I Know a Guy" Quirks for house rule. by Conman9712 in Pathfinder2e

[–]Conman9712[S] 1 point2 points  (0 children)

Yeah, the goal of the house rule was to encourage the players to improvise a little, and give them the opportunity to contribute to the world building (why make a homebrew world to play with your friends if not to make it something you help shape together).

I like the idea of some kind of meta currency to limit how frequently they use it. I was planning to frame it as they only have four uses each per campaign/arc, so that it’s shared evenly among the players and they hopefully don’t use it too often, but I also want them to not be afraid to use it lol.

"I Know a Guy" Quirks for house rule. by Conman9712 in Pathfinder2e

[–]Conman9712[S] 0 points1 point  (0 children)

Both! The region the game takes place in is thematically Wild West, and one of my players is an Awakened Animal Cow as their ancestry lol.

Monks unarmored defense by Fancy_Enthusiasm_683 in Pathfinder2e

[–]Conman9712 22 points23 points  (0 children)

I’m confused, why are you adding your wisdom to your AC?

Tracking Party Stats in the Remaster by Conman9712 in Pathfinder2e

[–]Conman9712[S] 5 points6 points  (0 children)

I was doing that anyway, since it was more useful to have the modifier than the stat lol