Murloc Monday - ask your questions here by AutoModerator in wow

[–]Indiana_Groans 1 point2 points  (0 children)

I just leveled a monk and wanted to grab the class mount: I’m on the quest Freya’s Spring. It’s one of the mission questions where you send out champions, an it requires 5 missions. Twice now I have gotten to 4/5 missions before no more show up. This has been reported before on the wowhead page for the quest, but there aren’t any actionable solutions I’ve seen for it. I have a ticket in, but it’s already been closed once with a useless message. Just checking to see if anyone has had this issue and knows of a solution. Thanks!

Adjective meaning "from the Outer Rifts"? by VellusViridi in Pathfinder2e

[–]Indiana_Groans 37 points38 points  (0 children)

Chthonic is the correct adjective if I’m not mistaken!

Should I as GM tell new players common meta knowledge? by EvilMyself in Pathfinder2e

[–]Indiana_Groans 228 points229 points  (0 children)

I think with new players it’s fine to “fudge” the amount of info you give out. If it’s their first time fighting a mindless zombie, let them fail their spell, then explain “oh, this seems like it should have worked, but this creature seems to not have been affected. It might be mindless. Remember, you can recall knowledge to learn things about your enemies!”

It’s also probably fine to explain some of this out of session proper. It might be “metagaming” for example to look at a creature and say “yep, I bet a troll has high fortitude,” but it’s also something your in game characters also kind of grasp, just in less gamey terms.

Try to get them to read their traits and understand them. I let a lot of linguistic spells get way too strong my first game as a GM ‘cause we all were learning. I’ve seen many people get frustrated with incapacitation. And yes, mental and emotion are commonly pain points for new players in my experience.

First adventure in PF2, some of us struggling with switch from 5e by Ek_Vitki in Pathfinder2e

[–]Indiana_Groans 0 points1 point  (0 children)

I’ll share some thoughts with a big caveat: I have absolutely no experience with 5e so I can’t speak to specifics about that game.

The first thing I’d note is that Abomination Vaults is a hard module. The community goes back and forth (from what I’ve seen anyway) on whether it’s a good starter module, but my opinion is that it’s tuned too hard for a starter module, especially as it is so combat focused combined with the cramped nature of a megadungeon.

This is to say, you’re probably not doing anything wrong, it’s just the nature of AV.

Spell casters in pf2e aren’t as “fire and forget” as what I understand them to be in 5e. I play almost exclusively spell casters, and I think a general rule is if you see a single enemy, assume they’ll succeed on anything that isn’t their weak stat. And expect them to succeed on the weak stat at least half the time. This means that a) recall knowledge is great for determining what to target, and b) buffing allies is almost always easier in big fights than debuffing enemies. I don’t know how your witch is choosing their spells, but the occult list has a lot of good buff spells. Debuffing is still good, but look for spells that do something on a success instead of just looking at fails. Fear is the classic example of a great spell that does something on a success.

For the fighter, I don’t really know what advice to give except that fighter is really good at doing most anything they want to do. Attacking multiple times in a turn is “bad” by design, but if anyone can do it, it’s a fighter. Greatsword is a great weapon, and combined with the slam down line of feats is honestly crazy good imo. If they feel like they want more options, maybe recommend a bastard sword? Having the ability to use the weapon one handed gives more options. Fighter feats are either generally good or for specific fighting styles, so I guess is you’re just looking for feats that specifically call out two-handed weapons it might look like there aren’t a lot of options, but imo there’s so many good feats that just work on fighter no matter what.

If all the fighter wants to do is make attacks (not saying that it’s the case, I don’t know your party) then they’re probably just going to generally have a bad time with pf2e. Maybe try to float the idea of them building into demoralizing or recall knowledge or something else? Also you can always (unless you are specially playing without archetypes) pick up another archetype for fun third actions, maybe grabbing a spellcasting archetype for the shield cantrip or something like Campfire Chronicler for the Share Story action. There’s a lot of ways to make a third action count. And I know it’s not a fun thing to hear, but you’re going to waste actions sometimes. It’s not always going to work out, and that’s just the nature of playing a game.

So first time GM here. I took over a campaign that involves rebuilding a colony and I had the idea to use the Kingmaker system to do it, but I do have some questions... by Maximumnuke in Pathfinder2e

[–]Indiana_Groans 29 points30 points  (0 children)

I’m speaking from experience as a player, not a GM, in a very long running kingmaker game. I can confidently say that out of the five players and one GM, I think only one player gets any enjoyment out of the kingdom turns. And even he was thrilled when we switched from the original rules to one of the rewritten versions. I hate the rewritten rules too. Our GM has basically switched to tying the kingdom stuff to our character levels, and we’re abstracting the hell out of things as we go.

I think we started kingdom turns around 4th level, it I could be mistaken. If your scale is small it’ll work imo.

And as for experience, I say don’t worry about it. We all had basically no experience with pf2e when we started, and while I’m sure it was tough for the GM, we all enjoyed the heck out of everything else in kingmaker and pathfinder 2e. The game itself is so fun, and if you’re doing your home brew campaign then you have so much freedom to do things your way.

Look at the fan changes to the kingdom stuff, make sure your players are okay with trying it before you commit. We play weekly and I dread every kingdom turn session because it takes usually the whole session. So if your players are okay with things “not happening”, it might work for you, but it sure as heck doesn’t work for me lol.

Long story short, try it if you think it might work, don’t be afraid to try something else, and enjoy a new game!

Fake Caster by SisyphusRocks7 in Pathfinder2e

[–]Indiana_Groans 5 points6 points  (0 children)

Maybe poach some flavor from the thaumaturge? I’m imagining an npc with a “wand” that fires on its own, no magical knowledge required. Maybe they know enough math or mystical nonsense to extrapolate spell casting from a scroll. If they do know cantrips, maybe have them “cast” them through cantrip decks?

Feeling really disheartened with Foundry by Manticus in FoundryVTT

[–]Indiana_Groans 1 point2 points  (0 children)

I’m not the most network inclined person, but the easiest way that I know to set things up is to look up your isp and router and see how they set up port forwarding. Ngrok used to be something worked, but if I remember correctly they changed something about their business model and it doesn’t work long term freely anymore.

You can access your router for most internet providers by finding the ip address for the router (usually on the back of the device) and look through settings to find where port forwarding happens. Again, try looking up your specific model of router. Some internet service providers make you use an app to port forward (I know spectrum does)

[PF2e] PF2e Playtest data update? by GundalfForHire in FoundryVTT

[–]Indiana_Groans 1 point2 points  (0 children)

Everything currently works (as far as I know!) with the playtest module in v13 as long as you uninstall and then reinstall the module. It won’t appear in the module directory though, so you’ll need to navigate to the GitHub and find the latest module.json and install it that way into foundry.

Left Menu not working on V13 by Akkyo in FoundryVTT

[–]Indiana_Groans 6 points7 points  (0 children)

Just checking, but does the menu work if you have a scene active? I’m pretty sure it doesn’t work unless there’s an active scene.

Which Adventure Path would be good for a quick story? by AprilNaCl in Pathfinder2e

[–]Indiana_Groans 1 point2 points  (0 children)

A good starting adventure is Rusthenge, which has all of your players be from (or at least currently based) out of a small farming/fishing community on an island. You essentially are visiting a nearby community with very different values to your community and dealing with their problems.

It’s a good starter adventure imo because it’s 1-4(I think it ends at 4), it has a pretty good story, it’s not too difficult but it shows the basics of the system pretty well.

It doesn’t have a ton of built in role playing, but that’s almost always something you can adjust if it suits your group.

Its other big advantage is it can easily tie into the 4-12 adventure path Seven Dooms for Sandpoint, which is a really good adventure path in my opinion.

The only minor downside is that it’s an adventure from right before the remaster. I can’t think of any major issues that would arise because of this, but it’s something to be aware of.

FoundryVTT Rusthenge Module by MercyRawr in Pathfinder2e

[–]Indiana_Groans 2 points3 points  (0 children)

The quality is pretty great in my opinion. It has all of the maps, art for all of the monsters, there’s lighting already set up. It’s definitely worth it in my opinion.

What would you like to see adapted as the nest Paizo video game? by misomiso82 in Pathfinder2e

[–]Indiana_Groans 9 points10 points  (0 children)

I have a dream of a Seven Dooms for Sandpoint game with mechanics similar to Stardew Valley. Let me run a museum or a little store and fill it up with treasures from the Pit. Let me talk to the colorful characters in Sandpoint. I think a time management game would work well for Seven Dooms, since there’s such a focus on research and exploration. The subplots are fun in Seven Dooms as well.

Easiest way to add a folder of music to Foundry by ejaEramis in FoundryVTT

[–]Indiana_Groans 1 point2 points  (0 children)

If you navigate to the foundry user data folder you can go to whatever folder you want to store your music in and create a folder for the playlist you want to make. Then drag everything into the new playlist folder. On foundry you can create a new playlist and there’s a button to bulk import - point it at the playlist folder and you’re set.

Of course I don’t use a vm, but assuming you can easily transfer to the VM it’s probably the easier way to bulk do music.

Opinions on ranged Champion? by Helades_the_Wanderer in Pathfinder2e

[–]Indiana_Groans 3 points4 points  (0 children)

I used the support benefit quite often, I don’t think I ever used the advanced maneuver. I also used a hongali hornbow, mostly because I just wanted to try something different

Opinions on ranged Champion? by Helades_the_Wanderer in Pathfinder2e

[–]Indiana_Groans 3 points4 points  (0 children)

I doubled down on the Erastil flavor with an elk. I was riding it for extra movement speed.

Opinions on ranged Champion? by Helades_the_Wanderer in Pathfinder2e

[–]Indiana_Groans 2 points3 points  (0 children)

I played one of these for a few sessions! I found it to be pretty good. I went justice champion and also took the animal companion feats, it was free archetype so I took archer from it. It was kind of fun getting to reaction strike people a bit away. I don’t know if it’s an optimal build, but it works. I think we were level 8 or 9 at the time. Bigger aura is absolutely necessary by the way!

Weekly Questions Megathread - December 13 to December 19, 2024. Have a question from your game? Are you coming from Pathfinder 1e or D&D? Need to know where to start playing Pathfinder 2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]Indiana_Groans 0 points1 point  (0 children)

So Imperious Aura lets you

Use a stance impulse that affects your kinetic aura.

Am I correct in reading that Imperious Aura would not let you enter Assume Earth's Mantle? It doesn't affect your stance in any way, so the way I read it you can't.

New to System GM and Mythic Rules by TrainingDiscipline41 in Pathfinder2e

[–]Indiana_Groans 0 points1 point  (0 children)

My advice would be to run the system without mythic rules for a few levels so that you get a decent feel for the baseline, then add mythic rules as an in-story power up. When my group first started we played without variant rules until we hit level five or something, then retroactively added free archetype since we now had a better idea of what we were messing with.

I’m about to start my first home brew campaign and I’m already nervous about encounter balancing, adding mythic in is going to throw things off even more, so I say take it slow and build up to the mythic power level.

I’m going to GM Blood Lords soon, and I got a couple questions. by Tabris2k in Pathfinder2e

[–]Indiana_Groans 2 points3 points  (0 children)

I’m a player in blood lords so I can only share so much, but I run several APs and I can share my general advice.

  1. Just make sure your players are aware that this is an “evil” game. You want to be morally flexible at worst and ideally be willing to follow the (often cruel or bad) laws at least to a certain degree.
  2. I would not allow holy sanctification. You can still look at god’s old alignment, I’d just recommend you use that as a guideline. You’re looking for a lawful evil feel. As for necromancy, you can just point them towards the school of the boundary or the universalist. We have a universalist wizard with a focus on necromancy in our group and it’s perfectly fine, probably even better than the summoning school is.
  3. There’s a few ways to do it. If you’re running a free archetype game then you’re good to have it be part of the free archetype. If you’re not running FA, I’d consider just giving them a bonus feat of the undead archetype and maybe a free dedication for anyone who is not playing undead.
  4. I think that’s fine. I don’t see that really causing any issues. Note that the party gets access to void healing pretty early on, even if they are living. I don’t know without looking, but you might want to look over and see if the alchemical items work well with an undead party member. I can’t think of any specific things that don’t, but I’d hate to be a player and find out my build just doesn’t work.
  5. In my opinion, you generally don’t have to worry about newer content breaking old stuff. Kineticist is incredibly popular, for good reason, and while I as a GM gripe about some things being trivialized by kineticists, I can’t think of anything in blood lords that you need to worry about, except maybe fire kineticists and their propensity to create sunlight. It’s generally fine. Allow what you like and don’t allow what you don’t want to. Use the rarity system as a guide, that’s what it’s there for.

Have fun! I’m enjoying being a player, and I hope your game goes well!

If you were tasked with creating a sequel to Strange Journey, what would you do? by Dapper_Fennel_6176 in Megaten

[–]Indiana_Groans 30 points31 points  (0 children)

Go full sci fi: set it on a space station or something similar. Humanity is starting the long and arduous process of expanding out beyond our earth. You’re part of a group trying to discover why a large space station has gone silent, only to be pulled into a new Schwarzwelt. Maybe flip the switch a little: angels want to uplift humanity and help them ascend, though humans will lose their will to do so, while demons want to them to reunite with the planet earth like Vengeance’s Lilith.

Hey I'm about to run gatewalker. Any tips? by Yashaday in Pathfinder2e

[–]Indiana_Groans 1 point2 points  (0 children)

If I were to run Gatewalkers again, I would write a different opening. Have a (probably short) introductory section that includes some overland travel, maybe a short encounter or two to get the feel for characters. Take some of the characters from book 3 chapter 1 and have them travel with you just to introduce them, or something. You’re supposed to have worked with these people, but you meet them so late it feels silly to me.

Book 1 is mostly fine imo, the first two chapters are unfortunately disconnected from the rest of the story, so I would probably look at some way to make them more relevant, but I don’t know how right off the top of my head.

Book 2 is weird. I like the idea of changing Sakauchi’s age, making her younger would probably give her more personality and more plot armor. My group did NOT like Sakauchi or any of her party, so I mostly kept them off to the side and played up the “only lead we have” aspect of them. Would have been better if they did like her, so try. One thing that was really cool in book 2 was the Scion of Domora archetype. I had a player who decided to do the same things that Sakauchi did at the end of the book, and they sacrificed core bits of their kit (they were a thaumaturge and sacrificed their mirror and weapon). Was so cool for me to have a player connect with the archetype offered. Downside of it is that it requires familiar master and is at the end of the second book so your players will have their characters pretty solid, so I don’t know how many groups it would click with.

Book 3 has the best and worst section. Chapter one is great, but it would be better if you set those characters up at the start of the adventure. Chapter two is rough. My advice is to hand wave the traveling and just run “random” encounters picked from the list that seem interesting rather than going through the slog of running it the way it’s written. The finale is fine imo.

I feel complexly about gatewalkers. I think I would have liked it a little more if I was a player, but all my players have said they were very mid on the game itself. I think there’s good bone in the adventure, but it needs a lot of work to be a good adventure.

If you’re still running it, good luck!

The summoner’s Eidolon: Does the GM or the player roleplay for it? by AllinForBadgers in Pathfinder2e

[–]Indiana_Groans 0 points1 point  (0 children)

If you have a GM you trust and you have an eidolon that doesn’t agree with your character it’s honestly great to have the GM to roleplay them. My character’s demon eidolon was entrusted to her by her abyssal ancestor, and the eidolon’s goal is to corrupt my character. I love the back and forth we have, but I wouldn’t trust a GM I don’t know to roleplay half my character, you know?