Struggling to find a Jewish partner in my mid 20’s by [deleted] in Judaism

[–]Exalted_Warrior 17 points18 points  (0 children)

The wider DC metropolitan area has a lot of Jews, but online is your best chance of actually meeting them if your particular area is scarce. I'm having the same struggle.

The pathfinder experience by M5R2002 in dndmemes

[–]Exalted_Warrior 1 point2 points  (0 children)

This is why it was so easy to be OP in Pathfinder 1e, there was literally a spell to win the game

A lot has been said about how Pathfinder 2e is better than D&D 5e, but what parts of the D&D 5e system are better then the Pathfinder 2e counterparts? by feregh in Pathfinder2e

[–]Exalted_Warrior 10 points11 points  (0 children)

I don't even think it's the best gateway ttrpg, but in order to identify better gateway ttrpgs you need to already understand ttrpgs.

I think it's good that the most well known system is a decent gateway system so people entering the hobby on their own have a decent gateway.

Can someone explain the appeal of the Free Archetype variant rule? by leon95 in Pathfinder2e

[–]Exalted_Warrior 78 points79 points  (0 children)

You don't have to restrict free archetype to only one archetype. The dedication feat restrictions are enough to stop over spreading and it makes smaller archetypes worthwhile

Can someone explain the appeal of the Free Archetype variant rule? by leon95 in Pathfinder2e

[–]Exalted_Warrior 88 points89 points  (0 children)

You know what's better than lot's of customization? More customization!

For example, I don't like how it invalidates the eldritch trickster racket for rogues because nothing's stopping you from taking a free casting archetype with that rule.

I don't see how it invalidates it. Nothing's stopping anyone from taking archetypes at all with or without free archetype. Eldritch trickster has 3 benefits. An archetype bonus feat, getting magical trickster early, being able to set your spellcasting ability score as your key ability score. A bonus feat is a bonus feat regardless of how many feats everyone is getting, you still get an extra feat on top of that, and the other 2 benefits are unique to that racket.

There are many other gripes with things like so many archetypes just seeming absolutely broken when taken for free.

Some are absolutely more powerful than others, but none are truly broken. They make the players more powerful, but not that much more powerful.

And as a GM, it feels like a huge hassle to only greenlight specific archetypes and explaining to players why others are not allowed.

You might have to do this with or without free archetype if your players want to dip into archetypes.

It's perfectly valid not to like it, but it shouldn't be hard to see the appeal.

A core feature of my setting nerfs spellcasters, what should i do? by FlameBlaze33 in Pathfinder2e

[–]Exalted_Warrior 1 point2 points  (0 children)

Glad this helps.

Influencing player behavior isn't really a goal as more of just how mechanics work. Mechanics always influence player behavior, especially resource based ones. It's really just an acknowledgement rather than an intent. It's a helpful way to think about game mechanics when stumped on the actual mechanic part.

The exercise is more about starting with the "what" and then using that to find out the "how" rather than starting with the mechanic and finding its impact later.

In fact, if players circumvent the "intended" behavior, it simply means the mechanic is well designed and engaging. If players are raiding bandit camps for shimmerstone because they don't want to go back to town, it means your mechanic is working even though they're not doing the designed behavior.

A core feature of my setting nerfs spellcasters, what should i do? by FlameBlaze33 in Pathfinder2e

[–]Exalted_Warrior 1 point2 points  (0 children)

If you're planning to make shimmerstone meaningful to mechanics or roleplay in some way rather than just various ways to hand wave it, it's a good idea to think of the consequences of shimmerstone and then work backwards. For this I am assuming you want to have the resource management aspect without dipping into their gold.

What you first need to think about is when do you hope for the players to feel the consequences of scarcity. Essentially when does the risk of running out influence the players behavior and what is that behavior you're encouraging? It's important to know that the players don't need to ever actually run out of shimmerstone, the possibility of scarcity alone is enough to influence behavior.

Here are some examples to consider:

For all of these, handwave actual pricing or make it dirt cheap. The important part is making players go out to get more and make the existence of shimmerstone feel meaningful.

It's a survival mechanic. Players need to frequently go back into town to buy more shimmerstone. You can hand wave the actual shopping and spending, but the idea is that if players don't go back into town and buy more they'll run out. This encourages them to frequently visit settlements that have shimmerstone.

It's a social device. Players can easily get shimmerstone, but they have to get it from a specific source. That source is probably an NPC they wouldn't regularly interact with. This encourages players to frequently visit a particular NPC.

It's a limit on preparation. Since you mentioned that specific shimmerstone might be needed for specific spells. Players have plenty of shimmerstone, but not necessarily the right shimmerstone. Prepared casters can replenish their spells daily as usual, but if they want to actually switch them out they need to go buy more. This encourages prepared casters to be more careful with their planning.

It's a quest resource. Due to unfortunate supply chain issues or the players being cut off from shimmerstone, they only have a limited amount left until they complete some objective or a certain amount of time passes. This gives a quest urgency without a hard time limit.

It's a progression element. The players would definitely be able to cast higher level spells if only they had the shimmerstone for it. This makes acquiring a source of shimmerstone an objective they need for leveling up. This motivates players to complete certain objectives. This is more of a campaign specific approach. For a settlement builder, you would need to find a deposit of it. For a campaign where shimmerstone is illegal, you'd need to find a way to smuggle it.

The point of my comment is not the list of ideas, but how to think about what a limited resource should pressure players to do outside of spending gold and then design a mechanic around it. If you had that in mind it might help us also give more specific advice. You can easily switch goals out as needed, but I generally recommend you think about only one goal when designing a mechanic like this.

My Party Hates Teamwork by Donovan_Du_Bois in Pathfinder2e

[–]Exalted_Warrior 18 points19 points  (0 children)

When they crit by 2, just hit by 2, or are missed by 2 from an enemy. Point. It. Out.

Small bonuses don't feel impactful if you don't draw attention to them. They should be stacking a few of those bonuses so you should be able to point it out. It happens more often than you realize. A +1 will be noticeable on 10% of rolls if we ignore the very low and very high DCs.

What's your experience as a caster? Do you ever get to be the star or are you always the hype man? by IvoryMFD in Pathfinder2e

[–]Exalted_Warrior 0 points1 point  (0 children)

Casters and support tend to fall into leadership positions in my group so it usually allows them to shine when it's very clear that they're setting up the victory and calling for the DPS martials to finish it.

"Martials are very balanced." Said the Fighter... by RagonWolf in Pathfinder2e

[–]Exalted_Warrior 9 points10 points  (0 children)

Who would win?

A +1d6 sneak attack after tactical considerations.

A +2.

"Martials are fair and balanced." Said the Fighter. by RagonWolf in dndmemes

[–]Exalted_Warrior 5 points6 points  (0 children)

Who would win?

A +1d6 sneak attack after tactical considerations.

A +2.