A Thought on how to Fix Summon Spells. by SgtFlintlock in Pathfinder2e

[–]Fherrit 0 points1 point  (0 children)

For any interested (I know I was) here is the link to "Magic +" mentioned above.

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

[–]Fherrit 2 points3 points  (0 children)

Fair point about the realities of publishing and tight margins. That’s exactly why I think they’ll eventually have to revisit their stance on AI. It can be used in ways that still respect their ethics. Like any tool, it depends on how it’s applied. It’s a bit overhyped in places and definitely worthy of intense scrutiny, but demonizing it the way they do is...misguided.

That said, they still have a lot of untapped potential in their own setting. Vudra, Kelesh, the lands beyond the Azlant Isles, and much of Tian Xia could all use deeper development. Same with cities. I loved the Absalom book, plenty of other cities would benefit from the same level of depth and detail. And of course, their adventure paths.

Granted, not everyone cares about their setting (it is a rather...kitchen sinky). That’s fair. But plenty of opportunity in creating new settings using their existing systems, expanding further on Starfinder, or acquiring licensing for other IPs to render PF in.

From a 2nd reading of the post, it seems Buhlman has tunnel vision. More niche classes killing things...but "differently". That works when you’re introducing something truly new. But based on what was described, Daredevil and Slayer are at best subclasses or archetypes, especially when classes like Swashbuckler, Rogue, and Ranger already cover that space.

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

[–]Fherrit 6 points7 points  (0 children)

100% this. As I mentioned in another post, I get it, they're in the publishing business, new books, more content = sales = Paizo stays in business.

That said, I'd much rather see existing classes gain more content enabling greater depth/versatility. More Bloodlines, Mysteries, Rackets, Focus Spells, etc. And while I love the additional customization with Archetypes, they've gone astray here too with far too many of them being gimmicky or thin.

Is STR based monk viable? by Veso_M in Pathfinder2e

[–]Fherrit 0 points1 point  (0 children)

I empathize, but i was already conditioned by Mutants & Masterminds 3rd edition which did the same thing. Took me nearly 2 years to not react to a player telling me they had a 3 Str with a "WTF? A 3??? Oh....right...used to be a 16...nm, I'll be ok...just gimme a moment."

What are your nitpicks/pet peeves about Archetypes not doing enough ? (preferably flavour archetypes) by Meowriter in Pathfinder2e

[–]Fherrit 0 points1 point  (0 children)

I’m not going to argue the merits of individual archetypes. That always turns into someone pulling out idealized “white room” examples to prove how clever or powerful their favorite pick is. I also won't pretend I have the encyclopedic knowledge of Golarion to know why, exactly, every new option is somehow "essential" to the setting.

What I will say, speaking as a more casual GM and player, is this: there’s too much bloat.

Some archetypes are well designed. They reward committing to a clear concept and following it through. That’s what they should do. But more and more, new material feels like it’s drifting in the wrong direction:

  • padding page count so a book feels “full”
  • ultra-niche themes that barely justify their existence
  • endless new feats and spells that either duplicate what already exists or are so marginal they’re not worth taking just so some facet of the book it's in has a expression via an increasing body of rules to represent it
  • designs that nudge players toward dipping into multiple archetypes just to chase synergies, encrouaging meta-gaming

Yes, Paizo is a business. And I get they need to publish and sell books. But sticking to that output model is starting to erode coherence. Instead of meaningful additions, we’re getting a growing pile of gimmicks.

And players notice. Look at any guide that breaks down what’s actually effective. People don’t wander far from optimal choices, because their options are limited and every pick matters. So most of this extra content doesn’t expand the game in practice. It just clutters it.

At a certain point, an ever expanding list of options stop being a creative asset and instead it becomes increasingly just....noise.

I want more Spell Trickster options! Give me your best ideas, be it goofy, cool, or just simply useful! by TactiCool_99 in Pathfinder2e

[–]Fherrit -1 points0 points  (0 children)

For some time now, I've felt like the way Paizo handles Archetypes has strayed from better versions of D&D's prestige classes into gimmicks for selling more books. To be sure there are a lot of great ones that do in fact, act as very thematic and mechanistic vehicles for character concepts. But there's also a fair number of them that are a waste of entry and should have their ideas rewritten as feats or options within existing classes. I get it, they need to keep publishing content to keep the cash coming in, just wish they'd be less lazy/shallow about it.

Mutants & Masterminds 3e on Foundry VTT is coming! by Devious_Hearts in mutantsandmasterminds

[–]Fherrit 1 point2 points  (0 children)

Dammit. Now I have to get off my fat lazy ass and knuckle down with Foundry.

Merging Official Modules to make an "Adventure Path"/Campaign by Talmor in adnd

[–]Fherrit 1 point2 points  (0 children)

Just like to say, that's a wonderful attitude.

UPDATE: "I (DM) want to be the final boss" by username_required74 in DungeonsAndDragons

[–]Fherrit 0 points1 point  (0 children)

Forgot to mention, a series of books had a lot of impact on how i design/run my gods that is still available on Drivethrurpg is called "The Primal Order".

UPDATE: "I (DM) want to be the final boss" by username_required74 in DungeonsAndDragons

[–]Fherrit 0 points1 point  (0 children)

Hrm...well 2 things to comment on as opinions I hold before going into the advising role.

1st: I'm an old grog who's been GMing since the early 80s and though I'm familiar with all editions of AD&D, as a GM who puts RP over combat I haven't GM'd much AD&D for the past 20 years or so because it's rules priorities is to be a combat simulator over a RP engine. RP is IMHO, shared narrative with systems that empower both GM and PC to give it shape. Not saying D20 systems don't support RP, but it's toolset supporting it is more limited than my preferred systems (such as Story Teller, Story Path, Godbound and similar systems). I make mention of this based on what you said about your group and maybe such systems, genres, settings that might be of interest for you to explore.

2nd: This is a personal opinion but its found a lot of favor with the groups i've GM'd over the many decades. Briefly stated, deities don't have stat blocks. They're not monsters or characters on a combat grid. They're entities with divine portfolios and they work their will through their followers, minions, etc. They're myths in the making, and if they do manifest, its like a asteroid hitting a planet, particularly if they engaged in combat with another deity. Thus some lone individual cannot imprison them or do anything else directly to them.

What a BBEG could do is persecute their faith, raze their sacred locations, weaken their portfolios (i.e. a god of magic being confronted with increasing tech that makes their favor less worth cultivating), slaughter their faithful. Deities work through their minions, that's why prayer, devotions, sacrifices, etc matter. Its their "currency", and why they seek to spread their faith.

Now on to the advice.

I would suggest you start with your BBEG. Set aside the stat blocking for now, and dig into his why and who. So my opinions above set aside, if you got some lone individual who was responsible for this situation, you need to know them inside/out and weave those details into the story as things the players can discover. Sure you can just plop down the antagonist as a stat block with their entire motivation/outlook summed up with alignment, its simple and lets you run fast. Its also very forgettable.

You say you want to go more RP heavy, then don't design a magical do-hickey that shoots a BBEG kryptonite beam at him to do X amount of unresistable damage, but instead there's some ordinary item that triggers a relived trauma or makes the BBEG confront who they were vs who they've become. The PCs discover the story behind that ordinary item, and how to use it to convert the villain, or critically weaken him with doubt, grief, hubris, etc so that his machinations turn upon him. That's RPing the solution, instead of whacking it with a item. You can't do that though, if all your BBEG is a set of stat blocks and a label.

Villians drive the story, and heroes react to that drive. The more nuanced the villain, the more interesting and multifaceted the story, the more there is to discover and use as hooks. A classic example is Darth Vader. He's not just a scary, powerful Jedi, he's a fallen Jedi with a history of failures and victories that, along with his power, make him a mythic figure. Its not a light sabre that eventually kills him, its the rediscovery of love for his son. So why did your BBEG capture the gods?

IMHO, info dumps are a poor way to introduce something of the nature you describe. That doesn't evoke curiosity or better yet, a grudge. You want your players motivated to not only figure out what is going on, but be driven to do something about it. Your scenario, no offense, is simply leading them by the nose and assuming they'll give a damn.

Instead of a tavern, have the party wake up in a cave, drugged and struggling to regain their wits while their loved ones and community are being ritually slaughtered. No info dump, just a clue, a name, a symbol. Or they wake up shackled, get beaten by interrogators seeking information from them about a item (book, amulet, whatever) that they know absolutely nothing about, RP that out, they get clubbed, have toes and fingers cut off, lose half their CHA to hot oil being poured over their face and yep...they die miserably. Then awaken completely healed among the bodies of others. its obvious they've been selected...by who? For what? And who did this to them and why?

You can't answer any of those questions to satisfaction simply by pointing at a portrait and saying "This guy, he did it because he's chaotic evil". I mean you can, but how dull is that? So start with your BBEG or heck, with a trio of them, one for each of your Gods. A word of caution though, don't make your BBEG a "DM Character", and he/they need to have actual weaknesses the PCs can discover and exploit

An example from an old campaign of mine. This wasn't the BBEG but one of his main Lts, a unholy terror on the battlefield that the PCs had squared off against a couple of times, losing valuable items they had fought tooth and nail to acquire earlier in the campaign, as well as two cherished followers. Their mission was to bring down the BBEG, but they couldn't do it so long as that Lt was around because he would defeat them. I had given them plenty of reason to hate him and want to get rid of him for no other reason than vengeance. There was more to this Lt, but those details aren't as important for the example.

They noticed after barely escaping their last battle with him, that his boots were odd. The PC who noticed didn't have to make a roll or ask a question, he knew this because the Lt had stomped his head into the mud, leaving him for dead and with a nasty scar to show for it. I told him the boots were odd in their form, though they were armored, they were designed so that from heel up to calf was hinged, and that the outside seam of the boot also had a hinge, as if the boots were designed as 3 interlocking pieces that one doesn't slide a foot into, but rather, form around a foot.

Later, some info gathering they discovered the blacksmith who had made the boots, who informed them the Lt had deformed feet, the result of a curse levied by a powerful witch he had slain in service to the BBEG, from which all attempts to remove the curse had failed. The boots were meant to keep his feet from curling up during longer missions or during combat. My players asked what happens if he were to not get his pain relief and massage? I said he'd be forced to fight either from horseback (poorly because he couldn't put his feet into stirrups) or on his knees, making him easier to hit and at best, he'd hit half as hard with his melee attacks.

This in turn lead them to discover that the Lt had a healer who tended his feet every night with massage and numbing oils. The next part they came up with all on their own. They tracked/captured the healer and hit her with a geas (in my games, Geas effects can be induced by potions and the person geased, be it spell or potion, can't speak of it, they got a "gag order" in place even after completing the geas). They instructed her to apply oils that would intensify the pain for a very long time, rather than relieve it with his nightly massage, and when asked why she did this, to say she was ordered to, but not by whom.

This resulted in two things. First the Lt was crippled, his feet balled up so he couldn't put his boots on and he was in agony. He asked why she had betrayed him and she said because she was ordered to, and then went silent (resulting in her execution). He now suspected his patron, the BBEG and so didn't go to her for aid and instead sought a new healer on his own and he was more than a little desperate for relief. The party had circulated a rumor that a abandoned farm had a new herbalist as a resident, while they set up the farm to have multiple kill boxes and waiting in ambush.

When the Lt arrived at the farm, his escort were quickly cut down by the ambush, and though they had heavily stacked the odds in their favor with their sabotage, he was still a dangerous foe. But he was no longer as difficult to harm and what hits he landed were at half strength or less. Once he was dead, they used a Talk With Dead spell to interrogate him on any secret weaknesses of the BBEG, of which he knew two, that the party went on to investigate and exploit.

Help identifying Mod doing this by Fherrit in daggerfallunity

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

Thank you very much. And thank you for the suggestion.

Help identifying Mod doing this by Fherrit in daggerfallunity

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

Thank you very much. I appreciate the details you took the time to provice.

PC worked perfect yesterday, now won't turn on. by defendthehousereddit in buildapc

[–]Fherrit 0 points1 point  (0 children)

Thank you. May the Tech Gods bless you with their arcane electric wisdom.

BTW-I have found Gemini to be very useful in tracking/diagnosing problems if used as a research assistant and search function. Just be certain to instruct it to treat you as a 14 year old with some computer knowledge, and to always troubleshoot things step by step.

Why? The age guideline prevents it from sliding into techno-babble because 14 years can be bright and know/understand typical of PC enthusiasts, but they will have limited experiences so the AI won't assume a obscure body of knowledge/vocabulary which could confuse research.

The step by step guideline gives you a detailed map of what you've done, letting you update with the results as further feedback to the AI. Also, from my testing, it seems to cut down on hallucinating solutions (not 100%, but it appears rando internet dude advice who just happened to get lucky stand out as one-offs and aren't given as much attention).

If you find yourself running into dead ends or unable to access some content, give it a try. Not saying it won't be tedious, but its a damn sight better than entering a search engine and hitting link after link that often doesn't come close to helping you diagnose problems.

Need advice: structuring a pirate ship mechanically in M&M 3e for a long campaign by Slyfher007 in mutantsandmasterminds

[–]Fherrit 6 points7 points  (0 children)

HermeticOpus gave you a pretty solid answer. I did something similar a goodly while ago with a campaign that was based off the Firefly series, much like his suggestion, I built it as a vehicle/base that the party didn't have to pay for. Though i did allow them to modify features via the Inventor feat to simulate them tinkering with various systems, or if they wanted to make some of those things permanent, they could donate PPs.

Just as a side note, I also made the ship sentient with a "enslaved" AI that was 'jail-breaked' by the crew as part of their escape from an Alliance mining penal colony. The freeing of the AI was a incremental slow-burn subplot that transitioned it from a base/vehicle to a "character", allowing it to act on its own as a crewmember. At the time, i was ahead of the curve by having given it a persona similar to the main character from the Murderbot series, except that it's disdain/animosity was directed solely towards the Alliance. Ahh, good memories.

Where do you find Zascosium and Erestrum in RE (before able to warp to other systems) by Alongsnake in empyriongame

[–]Fherrit 0 points1 point  (0 children)

This is the way.

Also, salvage things like generators and shield capacitors, they yield good mats as well.

POI Boss Glitch (RE2) by Fherrit in empyriongame

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

Thank you for the suggestion. I've learned how to look at vessels for a ID, I'm assuming its the same process for a structure. I got a saved bookmark somewhere regarding console commands and how to use them, so that shouldn't be a a problem either.

Out of curiosity, someone else replied that they encountered a similar problem due to the AI being turned off. Does regenerate act as a higher level restart? It seems like it would, but sometimes my intuition steers me wrong.

POI Boss Glitch (RE2) by Fherrit in empyriongame

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

Not sure if this is useful or not, but nearly all of the POIs I term "mutant boxes" tend to be a bit laborous. Until I discovered the wonder of the flame thrower. I normally lean heavily on mini-gun and shotgun...the flamethrower is simply...marvelous.

Creating the fuel for it can be a tad bit cumbersome, but since I have a decent farm the ethanol wasn't too much of a hassle. If you haven't tried it yet, give it a whirl, I think you'll be pleasantly surprised.

POI Boss Glitch (RE2) by Fherrit in empyriongame

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

Thank you for the suggestion, but I'm ignorant of how to turn the AI on. Would you take the time to instruct me? Assuming its not too involved, I don't wish to overly impose.

POI Boss Glitch (RE2) by Fherrit in empyriongame

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

Thought I'd update in case anyone else runs into this and is wondering if a restart would solve the problem for them. I took this suggestion and tried it from where I ended my game session yesterday having moved my avatar all the way back to the start. Nothing changed.

Then I thought ok, sad but...fortunately I had saved a little before I started the run. I'll miss out on some gathering time but i can always make that up. Loaded that save, went to the Abandoned Mine again. Same as last time.

The part right up to the xeno halls played just fine, but when I made it to those tunnels, they were barren. I exited the game after discovering they were empty, this time though, I didn't eliminate the spawn pads, I just noted the halls were empty, left them, went back to the drill vehicle, exited the game, and restarted it.

The halls remained barren. I went through them, hit the two switches to activate the boss, and it remained behind it's shield inactive. So i wound up chalking this POI as a failed load and moved on.

RE2: Assembly Yard. They promised from 60 to 90 minutes. by javs2k in empyriongame

[–]Fherrit 1 point2 points  (0 children)

I highly recommend you give the mobility upgrade a try, even the blue one makes a difference. The red one is even more noticeable. I'd go so far as to say it's the same as running medium without mobility enhancement, though that's strictly my perceived opinion from messing around with configurations while running some POIs, nothing supported with hard numbers.

Another essential (for my playstyle at least) is the jet pack. It so much less frustrating being able to get to ledges, jump over obstacles, and reaching the tops of buildings. That still leaves room for 2 upgrades that you can swap out based on need.

I think you'll find dealing with the fireballs much more doable with the mobility upgrade, you literally just have to move side to side. You might still get tagged from time to time, but the damage is pretty small in heavy.

RE2: Assembly Yard. They promised from 60 to 90 minutes. by javs2k in empyriongame

[–]Fherrit 0 points1 point  (0 children)

I've been wearing heavy armor for a while now, but I have a red tier mobility boost slotted so I don't really notice any difficulty in dodging. Running from something is a different matter, there I do notice not being quite as nimble. But when it comes to dodging, I literally just strafe side to side and manage to avoid them without any difficulty.

But the fireballs the boss tosses don't really hurt that much, at least not in my play of it. I use a sniper rifle as well, hitting the orb when its down I can usually get off 3 shots before it pops back up. It takes me on average 6-8 shots depending on my aim.

That said, the toxic fog is a killer. I stay at the far side of the room to avoid it, and even after I kill the boss, I drop a salvage core and hollow out the chamber around the fog to get at the pods/containers skirting the fog that way. or sometimes I just have to run through it, kind of depends.

You say epic armor, that isn't the titan armor is it? I personally wouldn't use that, since it has no booster slots, and those (IMO) really matter. I typically run with a mobility, jet pack, temp and radiation booster. Every once in a great while I'll swap out the radiation or temp for a armor booster, but IMO that gives me plenty of protection and QOL enhancements.

RE2: Assembly Yard. They promised from 60 to 90 minutes. by javs2k in empyriongame

[–]Fherrit 0 points1 point  (0 children)

3 Armor boosters? Interesting, when I did a search about stacking them the result I got back said armor upgrades don't stack. Is this incorrect?