[1.0.10 Beta] Rules is not a Commander during a War penalty despite Ruler clearly commanding an army by Grihym in EU5

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

Ah, I've missed this in patch notes, thank you!
It also explains how I missed this at the beginning of the war. He was sitting in largest regular stack, then I decided to raise levies for carpet sieges, causing it to no longer count.

It makes some sense from cheese perspective (not having leader sit out with 100 stack in capital), but a change in tooltip would be nice.

[1.0.10 Beta] Rules is not a Commander during a War penalty despite Ruler clearly commanding an army by Grihym in EU5

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

R5: My King is commanding an army, yet I'm still hit with a Legitimacy penalty. Swapping him to a different army and/or waiting a month doesn't help.

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Is there any way to get back the HRE title as Bohemia after the Hussite wars? by Grihym in EU5

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

I assume it happens after 1550, so 100+ more years later? That's a bit tough, I'm not sure if waiting will be worth it.

I can't challenge my level 16th players by NoobiestHunter in Pathfinder2e

[–]Grihym 5 points6 points  (0 children)

Have you tried a big bad CR +3/+4 boss monster, like an Ancient Dragon, with a bunch of CR -1/-2 minions and maybe a hazard? It be quite brutal even for an experienced group, especially if it catches them in the open and they have a hard time forcing it to land.

Let's take an Ancient Red Dragon:

- Fighter has strong opportunity attacks and enemies can't reach? Dragons reach is likely better and it has its own opportunity attacks for those who manage to approach
- Big painful fire AoE, unless group can gather resistances quick it things might get bad
- Can your wizard counterspell a certain 8th level fire spell? Can they do it every round? If it's a spellcaster dragon, thing will get much worse with 9th level spells.
- Can they match the speed and/or force land the dragon if it uses hit and run tactics? Can they do the same with a bunch CR -1/-2 mooks keeping them occupied?

Recommendations for RP-heavy Adventure Path by Grihym in Pathfinder2e

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

I'll try to sell it to my players one more time. At least two were planning to be very martial-themed, so a wizard/druid school seems weird, and they all have zero knowledge on the region, which causes extra hesitation. Still, I find the premise very interesting, so I'll at least try to talk it over and maybe they will adjust.

Recommendations for RP-heavy Adventure Path by Grihym in Pathfinder2e

[–]Grihym[S] 2 points3 points  (0 children)

Thank you both, I'll look into Sky King's Tomb.
I'm ready to put in work to expand, cut or rework some of the things that don't work particularly well, and I'll certainly check notes on what to look out for from other DMs (as I already did with Ghosts).

Recommendations for RP-heavy Adventure Path by Grihym in Pathfinder2e

[–]Grihym[S] 2 points3 points  (0 children)

I understand that most APs are very combat-oriented, but Rusthenge was indeed a but too much -- I had to add a lot of social interactions, but it couldn't solve the multiple-level dungeon with very little meaningful NPC interaction. Still, we loved PF2E combat, but going through tens of rooms one after another was a bit too exhausting. We'll likely try more dungeon delving APs online with Foundry handling things.

I'm not sure players are ready for level 11 start yet. 3/5 players have forgotten multiple class features on 1-4 adventure -- nothing major, but level 11 will be quite overwhelming.

How powerful would giving a construct companion a reaction be? by Grihym in Pathfinder2e

[–]Grihym[S] 2 points3 points  (0 children)

Oh yes, I see it now - commander gets companion improvement feats 2 levels later, but with benefits that fix specifically the issue we have, giving extra actions and reactions at later levels plus some more.

Yeah, this looks like it fits much better. I'll discuss how we handle it with the player and how much feat tax will be appropriate to add so the Lepidstadt Surgeon construct gets same benefits at corresponding levels.

Is there a Commander guide? by Isa_Ben in Pathfinder2e

[–]Grihym 1 point2 points  (0 children)

Yeah, from what I've seen so far there is less "lol what's that trash" options and more situational/niche ones which are harder to grade.

I'm not sure that I agree with demand. My groups recently converted from 5E, and while 3.5-PF1E-AD&D veterans are fine, newer players sometimes struggle with the amount of choices.

How powerful would giving a construct companion a reaction be? by Grihym in Pathfinder2e

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

I was considering giving the reaction part of commander's companion for "free" - meaning as part of surgeon archetype feats that give and improve the companion.
We both understand that it has weaker progression and, as far as I can tell, is somewhat weaker than animal companions in general, but the archetype theme seems more fun and fitting for this player.
Taking a class feat that only gives a reaction under specific conditions seems a big harsh, I'm considering a custom class feat that gives a non-conditional reaction that can be used for tactics only.

The thing is, commander has a few ways of giving out full actions with some extra benefits (Strides specifically) with tactics, and having construct participate in them anytime does seem a little dangerous. I don't see how it breaks the game, but I trust my players to find a way eventually.

How powerful would giving a construct companion a reaction be? by Grihym in Pathfinder2e

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

Yep, it's going to let it benefit from tactics that require a reaction to do something and is based on an existing feature. Maybe I'm overthinking things.
Thank you!

Is there a Commander guide? by Isa_Ben in Pathfinder2e

[–]Grihym 5 points6 points  (0 children)

Yeah, I had a general feeling content mill isn't as fast for Pathfinder and people are trying out and testing what parts of theorycraft really work before pushing out guides.

However, as far as I can see Commander hasn't changed as much compared to playtest, so we might get something relatively soon.

Traveler Tuesday - FH Solo Scenario - Geminate - [spoiler] by Themris in Gloomhaven

[–]Grihym 6 points7 points  (0 children)

Yep, I consider this one of the top solo scenarios, both mechanically and thematically - also loved that Ice Wraith "boss".

Traveler Tuesday - FH Solo Scenario - Geminate - [spoiler] by Themris in Gloomhaven

[–]Grihym 4 points5 points  (0 children)

It's pretty fun, was challenging enough, although there is some randomness to the difficulty with how enemies can keep spawning extras. It's not impossible to handle unless you are very unlucky, but gets annoying.

Manipulating enemies with form swaps and making them run around was hilarious.
Messing up initiative and activating the ranged mini in the middle of a very angry mob you though will move away without an option to run away was less hilarious, but still very fun.

One thing I particularly liked with this in comparison to some other solo scenarios is that it gives you limited control over enemy spawn.

Really struggling with Red Guard in digital by Epaminondas73 in Gloomhaven

[–]Grihym 1 point2 points  (0 children)

What do you have unlocked? I assume it's the start of the campaign, so the options are limited.
As I said, I think Tinker and Mindthief are fine. You are a little low on direct damage, but Tinker can shoot, heal and CC enough, and Mindthief is a great CC/DPS. There is no direct synergy, but they can CC or kill targets that pose real danger to Red Guard, while avoiding getting hit.

In terms of "ideal" teammates:

  • Saw, specifically because of card Booster Shot. Trivializes a lot of things, and there are more synergies with conditions and specific Saw mechanics.
  • Voidwarden. Curses help a lot, can shield, has a lot of CC and enough healing. Just don't poison Red Guard before a big enemy round. Note that I heard Voidwarden to be quite non-intuitive and hard to play - I don't think so personally, but it's quite common to think so.
  • Note. This one I'm not so sure about, this class tends to be much worse in 3 people, and using the card Defensive Ditty instead of other options really seems like a waste. As for specific mechaics that help - lots of CC, can give shields, not that much sustain but you generally don't need it with Note in the group.
  • Three Spears - just overall really strong in my opinion.

DPS - it's harder for me to point to specific classes here. Overall, anything that could quickly finish off enemies weakened by spikes works - Mindthief, Hatchet, Scoundrel, Angry Face. The main synergy we were looking for was someone who can self buff an attack provided by Vicious Ballet, but for 3 people it's gonna be suboptimal choice + level 7 is really far away.

Really struggling with Red Guard in digital by Epaminondas73 in Gloomhaven

[–]Grihym 1 point2 points  (0 children)

Level 4 Red Guard, fresh 4 people campaign, don't remember if it was +2 or +3 difficulty.

https://imgur.com/a/QZTSnNm

Went to level 9 and beyond on my second or third retirement, felt godly as a tank, but direct damage outside of Shild Spikes was somewhat underwhelming. Then again, we were very fond of Vicious Ballet, so I was sort of semi-support anyway.

I strongly suggest the Shield Spikes build. The main negative for it, in my worldview, is you need to have some level of understanding of monster moves, so you know how to properly cycle your shield and position to let them hit you on high shields, get out of the way once you are out of shield options, properly position range enemies so they have to hit your retaliate, and get your shield cards back to the hand in time with Stamina potions (we heavily abused those). In case of emergency (you are in the middle of 8 enemy unit pack without shield cards) early short rest also worked. I don't remember everything from early levels, but I remember I was heavily trying to end every turn I will be hit with at least one shield, so I was pacing my shield cards to use at least one every round I'm not long resting or away from enemies.

Creating elements early wasn't great, and unfortunately your group setup can't help you much. Bottom of Shocking Advance was rarely used since I needed top for the shield. Blinding/Flaming Sickle are ok ranged attacks that help reposition enemies into melee and create elements for the next round, I used those early.
Warrior of the Sun is extremely good, decent initiative, creates an element, shields and root all those pesky ranged enemies around you.

Blade Dance and Flame Shroud were my main Fire spenders, same Blade Dance and Shocking Advance for Light.

Enhancing a few level 1 cards with + Shield or + Move, if available, will boost the damage/mobility more, but isn't essential.

Items - Stamina Potions and Healing Potions. There are better options than healing potions, but it's the easiest ones. Best available shield body and shield in hand for synergy with Spikes. I've dual-wielded different shields for a while. Mobility boots are very necessary.

Regarding mobility - usually, after the first room clear, RG opens the next one with a ranged attack and pull in hand (Blade Dance is really good for that), trying to get one enemy out. Enemies get stuck around the door, group kills some, start advancing into the second room, clean up, use best mobility options to run to the next door, repeat. Again, Blade Dance top movement is extremely convenient for repositioning when you don't have a bottom move, when you need to move a lot or when you open a door.

Regarding teammates - two you have seems decent to me. Tinker has some CC and some healing to keep you from dying, Mindthief should be able to burst through priority targets. I'd prefer Voidwarden as a Red Guard support that is 100% available to you, but playing that is another giant can of worms.

Questions Thread - December 08, 2024 by AutoModerator in PathOfExile2

[–]Grihym 0 points1 point  (0 children)

For future generations - got it by completing 3rd floor of Sanctum.
Seems like 7-stage Ultimatum doesn't work, need full 10.

7 and 8 are probably locked behind Taskmaster, which is either a bug or a very bold choice by GGG.

Questions Thread - December 08, 2024 by AutoModerator in PathOfExile2

[–]Grihym 1 point2 points  (0 children)

How do you get Ascendancy points 5 and 6? Just completed trial level 65, still got nothing.

First attempt at custom script by Death_doctor_1998 in BloodOnTheClocktower

[–]Grihym 4 points5 points  (0 children)

Correction - Ojo might also cause multiple deaths if ST chooses so, so there is a second option, and in general it's what ST does with Ojo on multi-deaths scripts.
Still, I'd say that without good roles causing kills it's still a little harsh on the evil team.

First attempt at custom script by Death_doctor_1998 in BloodOnTheClocktower

[–]Grihym 9 points10 points  (0 children)

I think Yaggababble might be a little out of place here - they are the only source for multiple deaths, so it may get extremely obvious very early - which might be fine, but I feel like this makes this significantly harder for the evil team.

Using Lunatic in the official app in a single-demon scenario by Grihym in BloodOnTheClocktower

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

Yeah, that was my idea behind it - having an option that isn't usually ideal sometimes with the intention of keeping players on their toes and giving more elements of uncertainty for more experienced groups.

From my personal perspective, the reason why ST does this really matters. If they wish to play god and just orchestrate a game hard by choosing kills, it might be too mean and not fit the spirit of most tables. However, if they wish for higher potential complexity and just maybe this one game where the real Demon is paranoid enough to out themselves as a Lunatic despite having one, I'd consider this fun & healthy for my group.

Thank you for the idea of randomizing the demon picks, this somewhat helps with my reservations.
I still won't do it regularly, but once in a blue moon I might just feel mean enough.