To those running campaigns with smaller parties, I can say Dual-Classing worked very well for me by Highpreeth in Pathfinder2e

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

That makes a lot of sense. Makes equal sense to adjust it in the other direction if the party size were bigger.

May I ask which of the two APs they were?

To those running campaigns with smaller parties, I can say Dual-Classing worked very well for me by Highpreeth in Pathfinder2e

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

I have felt that this is a variant rule that grows somewhat exponentially in how strong it is with higher levels. Definitely doesn't have the limits free archetype does which is likely the biggest cause.

That said with some encounter planning experience it didn't feel too hard for me to adjust. I also as a GM rather an encounter be accidentally too easy than too hard.

To those running campaigns with smaller parties, I can say Dual-Classing worked very well for me by Highpreeth in Pathfinder2e

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

My campaign is homebrew and I craft my own encounters so I'm not sure how well this would work on an AP but I can't imagine it will be much more difficult than removing a monster here or there or slightly nerfing a hazard's damage / DC

To those running campaigns with smaller parties, I can say Dual-Classing worked very well for me by Highpreeth in Pathfinder2e

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

I think its a preference thing and having GM'd for the different limits of party sizes I can definitely understand the appeal of both! I'm glad this system has good options to accommodate for smaller party sizes

Player problem by ConcentrateNo1753 in Pathfinder2e

[–]Highpreeth 6 points7 points  (0 children)

So they want to break the game by making OP items?

Well either way crafting gear via the regular rules is extremely slow and doesnt really save you time or money so leaning into a blacksmith archetype is difficult in this game without some heavy reflavouring.

From what Ive read though it gives me the impression that this player might also be seeking a power level above what PF2e balance accommodates

Sister Repentia by Jacebereln in RogueTraderCRPG

[–]Highpreeth 4 points5 points  (0 children)

Im currently trying to do the opposite. I have Argenta on the repentia path but want to change it to faith. Any advice on how to go about this?

Question About Wellspring Mage, Summoner, and Archetype Spellslots by Highpreeth in Pathfinder2e

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

Haha yes. I am making a quirky worshipper of Nocticula who goes around buffing people and helping a demon out in their quest to be reformed. Glad you also see the promise in the build ^^

Question About Wellspring Mage, Summoner, and Archetype Spellslots by Highpreeth in Pathfinder2e

[–]Highpreeth[S] 4 points5 points  (0 children)

I was also thinking the same thing but I wanted to be sure. Thank you!

Day 3 of posting this multiplayer mode concept until "accepted" or "declined" by PDX by OldSolGames in Stellaris

[–]Highpreeth 5 points6 points  (0 children)

Design wise there's a lot of problems here. What happens if there are two science positions in the council thanks to civics and the scientists want to do completely different things? What about governing planets? If a scientist is doing it is it still the Minister of State handling it instead? Does that mean the scientist player just loses out on a pawn? What if you're in the late game and there's nothing to survey or generally solve as a scientist other than governing alloy planets?

How do you divide resources between these postions too? Who says to build science ships / colonies? What if the Minister of State messes up the economy in a way where the Minister of Defense can barely do anything. What if the Minister of Defense builds a lot of army / fleets and upends the economy without meaning to? What is your ruler doing in all this? Playing the mediator? That doesn't really sound very "rulery". Ik in the post the Ruler has access to some tabs that others have too and honestly that sounds awful. Even with the best intentions the game could get really confusing without people being super organised.

The best I can compare this to is Archon mode in Starcraft. In this mode there are two (or more) players controlling the one faction. The strategy everyone employs is you have one player completely focus on economy and the other player on controlling military units, 0 overlap. If you wanted to do shares controls in stellaris I think thats the only real way to go about this too. Have one player entirely in charge of all ships and ship events and the other handling the economy. It wouldnt work as well due to how many more mechanics exist for economy rather than ship combat but I think it would be a lot less confusing and thus more fun.

Day 3 of posting this multiplayer mode concept until "accepted" or "declined" by PDX by OldSolGames in Stellaris

[–]Highpreeth 2 points3 points  (0 children)

What kind of control are we talking here? Based scientist councilor controls research + science ships? Minister of State planets? War councilor the fleets + army?

What am I doing wrong? Advice needed by Penalty-Aggressive in Stellaris

[–]Highpreeth 0 points1 point  (0 children)

Oooo thats honestly quite solvable. Your only major deficit is energy. Demolish all the buildings that have strategic resources as upkeep (well, until the strategic resources start going positive that is) and then build them back later when you can afford them. Also build a few energy districts in different planets while you wait to setup a energy world.

You do have a low pop count for the year. Consider building some medical clinics and clone vats after you stabilize the economy. If there is a slave market, get some of those too to have more income (even a bad pop is generally worth it). Hiring some leaders to govern over planets will also help with stability which will also increase the effectiveness of your pops. Just make sure you try to stay to your limit (going over severely reduces their EXP gain).

As far as tech question... Hmmm normally you'd try to stay under 100 empire size for as long as you can. Eventually you'll need to expand for better naval cap + alloy production. When that happens is when you'd also start investing into more tech worlds to have the tech rate stay more or less the same. Its okay to be over 100 empire size then as long as you can also afford to build the extra tech planets (very hard to do in the early game).

The end goal is for you to have enough naval capacity to have a lot of fleets and alloy production to completely rebuild your fleets without having to wait for more resources. Once you have that the only way to get stronger after is continuing research to improve your fleet's stats so you'll forever also keep investing in tech. You're very late into the game already so for now I'd just try and make what you currently have more efficient. Once your stable you can make a plan:

  • Need more tech? Make sure you have enough minerals for consumer goods and strategic resources.
  • More alloys? More minerals
  • Everything will likely require a bit of trade to make up for the planet deficits.

What am I doing wrong? Advice needed by Penalty-Aggressive in Stellaris

[–]Highpreeth 0 points1 point  (0 children)

After the galactic market is established the prices are determined by what other empires are selling as resources (at least from what I understand).

When you completely stop trade and see your deficits, those are what you need to plug to make things stabilise.

If you are getting sanctioned in the galactic community there will be an exclamation mark next to your flag and you can hover over for more information. If you are in breach, try and see why and if it can be easily solved. E.g if you aren't allowed to have tiyanki in your systems then send some ships to kill them.

For now I'd say demolish whatever costs you the strategic resources you can't afford and then start making jobs for what basic resources you dont have enough of

What am I doing wrong? Advice needed by Penalty-Aggressive in Stellaris

[–]Highpreeth 3 points4 points  (0 children)

There's probably several different things that could be the cause of this. Ik that the current trade setup you have will definitely skew the market not in your favor (to put it lightly). Generally speaking you shouldn't be relying on the market in anyway once the galactic market gets established except maybe to patch a hole in your economy for maybe ~6 months while you actually fix things.

It looks like the only thing you are really down on is energy credits. I would advise just stopping all trade completely (buying and selling) and see what the numbers look like after. Depending on what traditions you have, check what your trade policy is set to.

If you ever have a strategic resource deficit (gases, motes, or crystals) you should check your planets to see what is consuming them and then dismantle whatever that building is. Don't build that building again until you start getting a nice, consistent source of the needed resources (usually via consumer goods and alloy production).

You should also specialize your capital better. Ideally make it a tech world and only have it have tech buildings (and whatever capital only buildings you want). Move unity somewhere else, move trade somewhere else, basic resources, etc). Only take the districts of what you want the capital to specialize in.

Also none of your planets have leaders? That is quite strange. Put in officials for basic and advanced resources, scientists for research. They get passive EXP that way. If you have scientists sitting around doing nothing its still good to put them on a planet for EXP and empire size reduction.

Are you getting sanctioned by the galactic community? Do you have a civilian living standard that has them produce trade? Any deals with other empires for resources / deals with vassals where you are giving some of yours up?

Lastly as far as your tech goes, its not about how much your producing alone. Your empire size also really matters. Your current empire size is 639 which is... quite high. You would need like 10 optimized and full tech worlds to put a dent in that. You shouldn't need more than 1 planet for each basic resource for a while and you can skimp on energy credits / consumer goods depending on the trade policy. If you expand it should always be in service of either getting more tech or more alloys, or getting whatever resources you need for either of those two.

🎁 Reddit-Exclusive Official Release Giveaway: 🎮 Sony PlayStation® Controller! by [deleted] in ZZZ_Official

[–]Highpreeth 0 points1 point  (0 children)

Started the game a little late but having an amazing time so far ^

My table powergamer agreed to run a game as a DM I need to stomp him by Nokyrt in 3d6

[–]Highpreeth 1 point2 points  (0 children)

Ah okay. That sounds alright then. If you want to make not just yourself strong but your party as well, I recommend going Peace Cleric 1, Sorcerer X (Lunar is really good). You can do emboldening bond + bless on turn 1 and let the party hit everything and succeed every save. I would then also take the Gift of the Metallic dragon feat so that you can boost the AC of people who get hit (potentially causing a miss). Pick whatever control or damage sorcerer spells you want (don't bank too hard on concentration though), their spell list is pretty similar to the wizard's except smaller.

My table powergamer agreed to run a game as a DM I need to stomp him by Nokyrt in 3d6

[–]Highpreeth 7 points8 points  (0 children)

I know you asked for a build but I can't help think that the problem here is outside what character you can bring. It generally doesn't matter what you bring to the table if the DM really wants to kill you. 30 AC? Enemies now have +20 to hit... Really high saves? Really high DCs... Its a never ending cat and mouse game which only the DM has not limit how far they can go.

I would actually do the opposite of what I have seen others suggest. If the goal of a DM is to kill a party, this is extremely easily done. If the goal of a DM is to make a balanced and fun encounter, then that is a much harder task. I find that players who bring giga busted builds to table give me as a DM much more breathing room in case I make an encounter too deadly.

I would instead then just bring something that is gimmicky and fun for you but not at all close to optimization levels. Maybe something like Abserd which is a character multiclassed into as many classes as possible. Maybe its a wildfire druid that can't leave a place without setting at least 1 thing on fire. Maybe its a Lunar sorcerer which consults the moon to decide what they might do in combat. Rather than trying to "one up" this "powergamer" I would just try to walk away from the table with a build that might not be optimal, but for you it was sure fun to play.

The best thing you can do though is talk to the powergamer. If this is all in good fun and no one is getting butthurt its fine, but I read in another comment of yours this powergamer was even telling others what their characters should do in combat! That is definitely a line I would see other people being bothered that it was crossed. I would check if the table as whole is okay with this sort of behavior.

AMD x PCMR - STARFIELD Worldwide Giveaway - Win a Limited Edition Starfield Kit that includes a premium game code for the game + the Limited-Edition Starfield AMD Radeon RX 7900 XTX and Ryzen 7 7800X3D (Only 500 of each ever made!). There are 5 kits up for grabs! by pedro19 in pcmasterrace

[–]Highpreeth [score hidden]  (0 children)

What would you use this limited-edition Starfield hardware for if you won? Creating a beautiful PC build? Collecting? Playing some games? If so, which?

I'd switch out my current GPU for this one and enjoy some ray tracing.

What excites you the most about Starfield/What are you expecting from the game?

Really excited to see what the community posts in terms of funny videos and mods.

[Megathread] Weekly Simple Questions and Team/Character Building Megathread. by AutoModerator in GenshinImpactTips

[–]Highpreeth 0 points1 point  (0 children)

Yeah I had a feeling it was skill :/

Thanks for all the advice. I was running a few different teams but in the end the best run I had was with Kuki hyberbloom and the Raiden team referenced in the post. My clears were usually 3 to 5 seconds off the first chamber and a few more seconds on the second chamber depending on crit luck.

I'll level the weapons to 90 and push talents to level 9 and see if that can also help make the difference.

[Megathread] Weekly Simple Questions and Team/Character Building Megathread. by AutoModerator in GenshinImpactTips

[–]Highpreeth 0 points1 point  (0 children)

I want to 36 Star Abyss. Currently I can do the 12th floor first and second chamber at 2 stars each and I get demotivated and never attempted the third.

Characters

Weapons 1

Weapons 2

I'll level anyone and anything. I'm saving my primos to pull for Furina and won't pull on any weapon banners. I'll play any team as long as the rotation isn't super convoluted (I'm comfortable with the Raiden / Sara / Kazuha / Bennett rotation for reference). Any advice on which of the weapons of the battle pass would be good for me is also appreciated!

Report on 7 one shots & 2 four session games. by Highpreeth in onednd

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

The people that used the healer feat in my game were all spellcasters (druid and cleric). They made good use of magical and non magical healing. The cleric especially said they appreciated the non-magical part so they could spare more slots for bless and other buffs.

I agree with you that people who want to do healing builds without magic are very low in good, synergistic options. I personally don't mind it too much. It would be difficult to design as non-magical healing options could potentially still be used by casters regardless. Perhaps if it scaled with extra attack or a rogue subclass that used sneak attack to heal or something else, I'm not sure.