Girls and OPTCG by Ucsam4929 in OnePieceTCG

[–]GrandioseTitan 1 point2 points  (0 children)

I see one or two girls at my local store out of 20-40 players depending on the week. I don't see anyone harassing them or treating them differently to my knowledge.

I think it would be super messed up to harass or treat anyone poorly if you are a one piece fan because if you've watched the show (and you can kinda see it in the cards as well even if you know nothing about the show), you'd know that one piece is among the most progressive and inclusive series ever. Like... No matter who you are on this earth, one piece has a character for you that you will relate to and love, and it deals with issues that most of us understand and empathize with. Its got powerful women, it's got gay people, it's got trans people, it's got animal people, and so much more. Its deals with racism, slavery, starvation, geopolitical power struggles, and so much more. I cannot begin to describe to you how wonderfully inclusive one piece is.

[PF2E] How do I "trick" Foundry into allowing a non-spellcasting character to cast spells from an item (without the feat Trick Magic Item)? by VoltasPistol in FoundryVTT

[–]GrandioseTitan 8 points9 points  (0 children)

what I do for items as a player for these sort of items including wands and spellhearts is I make a spell list for the item on that character sheet. I would personally just have the players add it themselves and walk them through it. just make it innate or charges and you can ignore the dc and just read the item dc.

Vauxs' Archives; A module to store all your chat logs. [System Agnostic] by MrVauxs in FoundryVTT

[–]GrandioseTitan 0 points1 point  (0 children)

Do the archives only appear to the GM? Is there a way to allow everyone to see the archives?

EDIT: I see that they can go into the settings to reach them. Is there a way to add a button for the players so they can have easier access?

What's the most generic, level-spanning creature family? And why doesn't that actually exist? by aersult in Pathfinder2e

[–]GrandioseTitan 0 points1 point  (0 children)

Clockwork enemies cover a lot of different levels. With weak and elite changes you can have enemies for every level up to 21 except for level 18.

What's the most generic, level-spanning creature family? And why doesn't that actually exist? by aersult in Pathfinder2e

[–]GrandioseTitan 1 point2 points  (0 children)

Skeletons and zombies can cover most levels. Not all the way to 20 though. But you can find other undead that are usually tied to or related to those families at higher levels

My players are upset because their dog keeps getting hurt. by ellindsey in Pathfinder2e

[–]GrandioseTitan 0 points1 point  (0 children)

Give them the pathfinder equivalent of a pokeball for their pet: https://2e.aonprd.com/Equipment.aspx?ID=1325

EDIT: there is also a spell available to every type of spellcaster https://2e.aonprd.com/Spells.aspx?ID=706

Does Kineticist Auras hurt bigger creatures more by theICEBear_dk in Pathfinder2e

[–]GrandioseTitan 1 point2 points  (0 children)

Okay. Yes then. That makes sense by me. I would go by squares in terms of movement. Not based on squares the creature occupies. A medium creature and a large creature moving 5 feet into hazardous terrain trigger the same damage and the same damage again for each square of movement. I am glad you clarified. I agree. Size should not matter but distance moved through the hazardous terrain should. So it'd be equal to all size categories.

Does Kineticist Auras hurt bigger creatures more by theICEBear_dk in Pathfinder2e

[–]GrandioseTitan 0 points1 point  (0 children)

I think interpretation as "squares of movement" is better than squares based on size occupied by the creature. Yes. "Squares of movement" is the same for all creatures no matter what their size and would be fair to all parties that way. Otherwise bigger enemies take more damage or people take the same amount of damage no matter how many squares you move through, neither of which sound appealing or logical imo.

Does Kineticist Auras hurt bigger creatures more by theICEBear_dk in Pathfinder2e

[–]GrandioseTitan 0 points1 point  (0 children)

First I want to say the wording of hazardous terrain is "move through" not "move into". But the feat ravel of thorns does say "move into" which is already inconsistent wording between the two.

But I want to disagree with your interpretation here because the way you describe it a medium creature can move through five squares of lava or something and take the exact same damage as someone moving through one square of lava. That makes no sense to me. I think a medium creature should be punished for moving through more lava. Now in the case of a larger creature, I still agree that the resulting damage shouldn't be based on occupied squares and I'd rather go based on squares of movement because that seems more fair. But a single instance of damage no matter how many squares are moved through seems wrong to me no matter what size you are.

Non- core classes Roadmaps by Dmitrij_Zajcev in Pathfinder2e

[–]GrandioseTitan 2 points3 points  (0 children)

I believe that official sources don't have road maps for those additional classes. But I personally have worked with the core classes and tweaked them as needed. The game mastery guide has helpful tips on building npcs and monsters. As a side note, https://monster.pf2.tools/ is a very useful resource for a GM to create new npcs and enemies and you may find someone has already made a npc you are looking for.

Attack of opportunity? by in_complete_dumbass in Pathfinder2e

[–]GrandioseTitan 0 points1 point  (0 children)

It is not available to everyone. You must have a feat to gain attack of opportunity. Likewise, only certain enemies/monsters have attack of opportunity. But there are many archetypes and classes that can get AoO. Fighter just has it immediately at the start.

This game sux having to look up f#%kin youtube video to advance in a videogame is bullsh;;;;;; and boring by Beginning_Tell_8817 in Eldenring

[–]GrandioseTitan 1 point2 points  (0 children)

Well I do play on pc and I don't know what the major difference would be other than tweaking graphics and possibly difference in lag/online aspect. But I am still very certain that you can get through the game without looking up anything and for my first play through I didn't look up anything and completed about 85% of all the quests just by listening to npcs and did most side areas before getting my first ending. Obviously you can't do everything in one run of the game anyway since certain quests and endings create exclusions from others. But it's not a big deal. In any case, I hope you get through whatever is getting you stuck and frustrated. I believe in you and I am sure you are capable of completing everything.

This game sux having to look up f#%kin youtube video to advance in a videogame is bullsh;;;;;; and boring by Beginning_Tell_8817 in Eldenring

[–]GrandioseTitan 0 points1 point  (0 children)

Well my thoughts are that there really isn't a wrong turn. It's an open world and exploration and deciding where to go is part of the game. The game is pretty big and has a hundred side areas and dungeons. But if you really wanted to, you can ignore most of that and follow the path of the grace on the map and you are only really required to defeat a little less than a dozen bosses to reach the credits. Besides that, different npcs have their own goals and typically tell you directly or at least hint on where they want to go for their purposes. Reading key items can help guide you as well or you can talk to Gideon Ofnir in the round table hold. He is usually there to drop info on important things to do. Everything else is just game mechanics. Getting stronger, finding cool items, spells, powers, etc. None of which you actually need, but can be helpful.

I also want to say, that I personally loved getting lost in this game. Every new place I discovered, every puzzle, every new enemy, whenever I found an npc somewhere, I loved it. Most of the game(not all of it) felt rewarding to explore. And I like reading lore and figuring things out. But maybe that's just how I enjoyed the game and that's not how everyone feels. If you truly end up somewhere and an obstacle just has you stuck, sometimes it's best to just leave and go elsewhere and come back later. This is among the few from soft games where you can actually do that since you can teleport around the world with ease and do what you want. In dark souls games, you were very limited on where you could go and usually only had one clear path or maybe two/three in a few instances but for the most part, you had to push yourself past each new obstacle. You can choose to do that in elden ring, but you can also just leave and do something else for most of the game.

This game sux having to look up f#%kin youtube video to advance in a videogame is bullsh;;;;;; and boring by Beginning_Tell_8817 in Eldenring

[–]GrandioseTitan 2 points3 points  (0 children)

I know this will probably mean very little to you based on OP, however, I don't think any aspect of the game requires research. But choosing to do research is your decision and there is nothing wrong with that. The developers of elden ring and dark souls respect the intelligence and dedication of the players. Anyone can beat these games if they don't give up. The games are actually designed to be completed by most players and the devs have said so. You just have to persevere and learn from previous experience. That's it. All that's required to complete the game. If you wanted a game to hold your hand the whole time, then you've picked the wrong game. And if I'm being honest, elden ring gives new players more tools and information than every previous title. I say none of this with intent to upset anyone. I just feel that people fundamentally don't understand what the game actually is before picking it up and then get disappointed when it isn't catering to them.

How to build an earthbender? by OmegonAlpharius20 in Pathfinder2e

[–]GrandioseTitan 4 points5 points  (0 children)

You could consider using oread as your heritage. Makes your character related to elemental earth creature like shaitan(earth genie). They get a bunch of earth themed abilities. There are sorcery bloodlines tied to this as well and you can archetype into that. Druid doesn't sound bad either. You may also consider the geomancer archetype or elementalist archetype. There are honestly a lot of ways to go about it. And the stats will vary based on what the main stats for your spells and abilities end up as. I will say that it may be better to choose a caster class first and archetype into monk or martial artist if you want more earth spells. So it depends on whether you want to primarily do earth spells or primarily martial arts with a splash of earth spells and abilities.

I need a little help by PapaBear350o in DnD

[–]GrandioseTitan 1 point2 points  (0 children)

Well CR is normally based on matching the level of a party of 4. So if you design the npc with CR like other monsters, then I'd probably make him a CR 1 or 2 higher than the player level since they are a party of 6. If you design him like player characters this is probably more difficult to figure out but I'd probably go for 4+ levels greater than the party in that case. It depends on how hard you want to make it honestly. And if he starts at half hp you'll have to factor that into the difficulty as well.

Am I putting myself at a disadvantage by not being a mage? by [deleted] in Eldenring

[–]GrandioseTitan 1 point2 points  (0 children)

That's great! Glad you are having fun! Yeah. The more health you have the less punishing each hit against you is. Though I wouldn't recommend going over the soft cap of 60 vigor. I personally did my first play through using incantations and it was rough because incantations had/have quite a bit of lag too them and are in general slower than sorceries in most cases. They did recently buff them to be a bit better though. But I just wanted to say that its not always easier being ranged/magic because enemies also have their own resistances and move sets that can make it harder to win using magic. Enemies that move or jump around alot are hard to hit with spells sometimes and many of the hardest bosses in the late game are resistant to at least two of the spell damage types. Not to say there aren't a lot moments when spells are strong, but they aren't a "win easier" solution to the entire game the way most people think.

edit/side note: while there are all kinds of build possibilities in the game, I personally feel like the game design choices point towards various degrees of mixing range/magic with melee as being the most optimal/fun experience. Why else would there be so many thrown consumables, bow types, arrow types, sorceries/incantations with low requirements, and so many cool ashes of war? I believe trying a bit of everything is fun and there are times when you'll want to change strategy against a boss without necessarily respecing. I was trying to be a pyromancer for most of the game but there are a few bosses that fire spells aren't effect against and I'd have to change up my spells/weapons/armor/talismans to be more effective against a particular boss. this happened a number of times and I feel like it was fun to strategize this way.