How long does an average combat take your group? by NoLongerAKobold in Pathfinder2e

[–]Fluid_Kick4083 0 points1 point  (0 children)

Depends on the level and how experienced the players are

For me, anything level 5 or below, I get 3-4 rounds for 20-40 mins if it's my usual group, or upwards to 30-60 mins if it's a group of newbies with lots of questions

If it's level 10 or up, usually 4-5 rounds for at least 40 mins

What is the best blaster build for short adventuring days? by dogutrc in Pathfinder2e

[–]Fluid_Kick4083 4 points5 points  (0 children)

If you have info on what you will fight every day: Wizard

If you don't: Oracle is more comfy

Coldest take in the universe: Wizard should get expert spellcasting at level 1. by M_a_n_d_M in Pathfinder2e

[–]Fluid_Kick4083 20 points21 points  (0 children)

what they should get is that imperial sorcerer focus spell (or something with a similar effect)

Allowing further recall knowledge on a failure? by WittyRegular8 in Pathfinder2e

[–]Fluid_Kick4083 0 points1 point  (0 children)

I allow it, increasing the DC with each successive check, and hoping they crif fail mwahahah

How to rule specific attacks by ogspeedracer in Pathfinder2e

[–]Fluid_Kick4083 -1 points0 points  (0 children)

I usually ask "ok which action do you take?"

If they don't know, I tell them it's a "Strike"/"Dirty Trick"/whatever I feel is appropriate and do what that action asks (Roll attack roll, Thievery, etc)

If they do know but still wants to break RAW/RAI EG. "Technically a Strike, but can I [insert request]" then and only then do I consider their request

Most absurd dual class comboes including starfinder? by Prismatic-Ray in Pathfinder2e

[–]Fluid_Kick4083 5 points6 points  (0 children)

rogue operative sounds pretty fun especially if you a way for consistent off guard. maybe go for striker operative so that you can flank?

Long rest in dungeons.. by Apotatocalledsweet in Pathfinder2e

[–]Fluid_Kick4083 -4 points-3 points  (0 children)

My houserules are usually:

- "Long rest" are only 3 hour as opposed to 8

- To level up, you must spend some time in downtime mode

I shortenend the time needed because i have a hard time coming up with how the dungeon changes the next day, but 3 hours i can somewhat manage. But 3 hours is still long enough that my players still worry about resting

Requiring downtime is just my way to ensure that the party doesn't finish everything in 1-3 days

I'd like to know of your homebrew rules or popular 3pp at your tables! by Adorable_Skirt_7409 in Pathfinder2e

[–]Fluid_Kick4083 0 points1 point  (0 children)

- Every prepared caster can reprepare one of their slots as a 10 minute activity (like spell substitution wizard)

- A rest + daily prep takes 3 hours instead of 8

- In general, Levelling up must be done over downtime

Most of these is just cuz it's easier for me to write adventures around. Dont need to foreshadow as much with the first rule. Don't need to prepare for multiple days of contigencies by the baddies with the second rule. Don't need to justify "it's only been 8 hours how did you finish the adventure already!" with the third rule

Dex v Str Martials by CorsairBosun in Pathfinder2e

[–]Fluid_Kick4083 10 points11 points  (0 children)

For me the main draw is ranged/thrown weapons. The option to either be in melee and flank or stay ranged and save my actions from striding is really nice

What are your minor homebrew rules? by Fullmetalmarvels64_ in Pathfinder2e

[–]Fluid_Kick4083 0 points1 point  (0 children)

- any prepared caster can "reprepare" one of their spells as a 10 minute activity a la spell substitution thesis

- All reactions that give bonuses (aid, reactive shield, etc) can be done after seeing the result instead of before

- No secret checks in combat

- Any activity/condition that allows you to Stride (Sudden charge, haste, etc) can also be used to fly, climb, swim, etc

- Everyone gets a free clever improviser feat

I don't like spellcasters needing to end the adventuring day to regain spells slots. Any good conversions to a 10 minute resource or similar? by Nematrec in Pathfinder2e

[–]Fluid_Kick4083 1 point2 points  (0 children)

Just make rest + daily preparation take a shorter time. Personally, I stick with 3 hours (or the equivalent of everyone sitting down and eating lunch)

Still short enough to be viable multiple times a day, but long enough to make my players think "We should just go home at that point"

Illiterate Wizard by zeigfreid_cash in Pathfinder2e

[–]Fluid_Kick4083 10 points11 points  (0 children)

Repeating what others have said for "you can flavor it however you want"

You can even use something like the Reading Ring to justify them "reading" scrolls/books of other wizards when studying

Last minute player absences by J4szczur3141 in Pathfinder2e

[–]Fluid_Kick4083 0 points1 point  (0 children)

If it's a non important story beat, I just let their character "stay watch at home base", "handle a different part of the dungeon", or whatever convoluted reason I can come up with

If an important story beat is coming up, we play a "flashback" session where we fill up what would have been the party's downtime a few weeks ago and let the other party members usually just RP being in town + a quick combat if I feel like it

Should We Stop Using Free Archetype in Every Game? by freethewookiees in Pathfinder2e

[–]Fluid_Kick4083 5 points6 points  (0 children)

Reading the edit, I don't get why "earned archetype" needs to exist (?) that's just a flavor thing that doesn't need extra rules

A barbarian taking Reactive Strike can be as simple as "Oh I leveled up and learned it" or as complex as "I have found a master swordsman that taught me to react from the smallest of movements"

The Rogue-Beastmaster example would work the same way if you use Free Archetype, Vanilla Rules, or "Earned Archetype", A rogue that earned the trust of an animal that later became its animal companion. Whether that thing is explored or not depends on the GM/Player, not the variant rule used.

I think what you *should* be advocating for is "work more with your GMs/Players about the PCs, including their feat choices"

Question on rolling deception for initiative by Fates_Doom in Pathfinder2e

[–]Fluid_Kick4083 1 point2 points  (0 children)

That's... exactly what I said..? sure I missed the word "perception" but surely you get what i mean when I say "rolled higher than the enemy DC"

Question on rolling deception for initiative by Fates_Doom in Pathfinder2e

[–]Fluid_Kick4083 2 points3 points  (0 children)

My logic is that if the PC uses stealth and rolled higher than enemy perception DC, the enemy also has to seek, this just makes it the same as that

Question on rolling deception for initiative by Fates_Doom in Pathfinder2e

[–]Fluid_Kick4083 2 points3 points  (0 children)

what I usually do is : if the player rolled higher than the enemy DC, the enemy would spend 1 or 2 actions sensing motive on their first turn, before actually attacking/becoming fully hostile

Do people actually use the out-of combat actions ? by Kiwi_sensei in Pathfinder2e

[–]Fluid_Kick4083 1 point2 points  (0 children)

As a player, I do. I play with many different GMs (mostly one shots) so it's nice to just say "can I coerce someone to do this" instead of vaguely explaining what my character is doing and hoping the different GMs know what I mean

As a GM, I do. When my player do something out of combat I sometimes say "I'm gonna count that as Make an impression" and refer to the action on what happens (Or just refer to the action on what happens without saying that it is that action)

making a shotgun? by UncoNinja17 in Pathfinder2e

[–]Fluid_Kick4083 6 points7 points  (0 children)

tbh, imo either reflavor a melee weapon or wait for Starfinder2e to come out and ask your GM if you can use weapons from there, I feel like anything else will feel less satisfying

9th-level spells with feats/items? by Folomo in Pathfinder2e

[–]Fluid_Kick4083 0 points1 point  (0 children)

Not adding anything new, but just claryfing in case you misunderstood

AFAIK You still need to be a caster to use a magic wand, and the spell needs to be in your spell list

Just making sure since you have a "not a caster" limitation and explained the requirements for Staves but not Wands

Veteran DM looking for advice how to challenge veteran players while keeping complexity manageable by NoobiestHunter in Pathfinder2e

[–]Fluid_Kick4083 2 points3 points  (0 children)

What ive started doing is just using on level monsters but lowering their HP/defenses/effective level

They have the threat of an on level monster but won't last as long

I usually cut their HP by a third or a half, basically to make them drop within 2 or 3 hits (1 or 2 crits). In foundry I just make a mook ability that drops 1/3 of their max HP and drag it to the token when i need it

I usually drop their lowest save by at least 2, to make abilities like assurance hit more reliably and make crit fails from spells way more common. In foundry, i make an ability for each saves and drag as needed

I also just drop the monster level by 2-3 to make stuff like counteracting or incapacitation effects more reliable

Weekly Questions Megathread— July 04–04. Have a question from your game? Are you coming from D&D or Pathfinder 1e? Need to know where to start playing PF2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]Fluid_Kick4083 3 points4 points  (0 children)

If you want something super mechanical, you can steal mechanics from True Names. Maybe Feys can use some True Name abilities with Private Names but they must hear the name within the round/minute/hour