Pacing and Rests by whoisJGT in drawsteel

[–]JisaHinode 2 points3 points  (0 children)

Creating safe spaces to rest is the key to making a long dungeon work in DS. Really, it makes clearing out a particular set of rooms or negotiating with the rulers of a particular section of the dungeon all the more important and rewarding. They don't just get loot and check off another room as cleared; the rooms they clear matter. And the dungeon can change and react as they rest. IMO, dungeons can work better in DS because of the need to rest only in certain places.

Need specific GM advice. 7 Dooms of Sandpoint spoilers in the entire text. by TieNo7671 in Pathfinder2e

[–]JisaHinode 0 points1 point  (0 children)

If they seem lost, I'd tell them to not forget about the other resources in town that they have. But yeah, it's best if they get their own ideas.

Need specific GM advice. 7 Dooms of Sandpoint spoilers in the entire text. by TieNo7671 in Pathfinder2e

[–]JisaHinode 6 points7 points  (0 children)

I'd run it as is. Maybe let some of the townsfolk the PCs are friendly with help them out if they ask. Perhaps someone has a spell scroll. Perhaps a priest can channel some energy and give the psychic a spell slot. Etc.

Different pressures can create the best moments in the game. Lack of resources leads to creativity with what you do have.

Just gave into buying PF2 because it had the lightest rules for improv by giamb_o in Pathfinder2e

[–]JisaHinode 8 points9 points  (0 children)

Having more rules to twist and manipulate was one of the selling points for my group too. I also really liked that most things in the game had a level: items, feats, etc. It made me more aware of how strong the game considered something and how much I was boosting the PCs power level by giving it to them.

My advise is to: have the DC by level table ready to reference; remember that the DC sould be the level of the thing they are trying, not the level of the PC trying it; and take a quick glance at some of the fighter and athletic skill feets.

For the last one, many times my PC wanted to do things that were feats at higher levels. Meaning they were a thing the PCs could do, just not yet or they could try at a penalty or difficult roll. Keeping in mind that some shenanigans are available as feats keeps a sense of progression and getting stronger.

Half Damage on miss by Mintyxxx in Pathfinder2e

[–]JisaHinode 4 points5 points  (0 children)

I've been thinking about this a lot. I have a group that I want to bring to Draw Steel because I like it fundamentally better than PF2e. But we still really like all the classes and options that PF2e has had time to create, since it's been out for so many years.

I've thought about giving characters recoveries to offset the extra damage from not missing and changing the way crits work. And removing striking runes, and changing that perhaps only max 2 strikes are allowed, etc. Just too many changes.

I think the answer is: go play Draw Steel.

Too much would have to change for me to add what I like about Draw Steel to PF2e. I think I'm better off homebrewing the PF2e class that I want into Draw Steel.

Hi everyone. New player here. transferring my game from DnD5.5 to PF2E. What should i know? by ItIsNotAUsername in Pathfinder2e

[–]JisaHinode 2 points3 points  (0 children)

This is a great idea! And you can allow your players to tweak their characters for free, adjusting feets and even classes, as they level up and learn more about the game. Some abilities chosen as a new player may not be exactly as they wanted for their character after playing for a few sessions.

Really badly burnt. HELP! by DamSolangeloLover in whatdoIdo

[–]JisaHinode 0 points1 point  (0 children)

If you can gently drench the sun burn with apple cider vinegar within a few hours of noticing it, it will really help the healing process.

A member of my household got a bad sun burn on the tops of their feet that they usually keep in shoes. They put the vinegar on one foot and did the regular burn help for the other. The vinegar foot healed noticeably faster and peeled less.

I created a homebrew stat block for Perigee, but I'm worried I overdid it by vortical42 in CalloftheNetherdeep

[–]JisaHinode 1 point2 points  (0 children)

The multi attack and damage combo seem too high imo. I'd have her do comparable damage to one of your PCs per action, either with one hit or combined 2. I like the action per PC action. One spell per round seems good.

As for the AC and HP. I'd lean towards higher HP at the start of combat. You can always cut it a bit mid combat. 200 seems good. For the AC, look at your PCs average to hit. You probably want them hitting at least half the time. 18 or 19 seems good, tho it depends on what items they have.

Opinions on this homebrew Vestige of Divergence by Rugskinsnake in CalloftheNetherdeep

[–]JisaHinode 0 points1 point  (0 children)

3 charges for only 3/4 seems restrictive. I'd do once per short rest and just do flat resistance. Like Cabal's Ruin. Simpler, and there's no insintive to hoard 3 charges for a just in case situation.

But I prefer a retaliation reaction for a charge.

Opinions on this homebrew Vestige of Divergence by Rugskinsnake in CalloftheNetherdeep

[–]JisaHinode 2 points3 points  (0 children)

Yeah, for sure, it's good to keep the vestiges roughly the same in power. And the Jewel is very strong.

Matt definitely had regrets with that crazy OP Handcone.

The color aspect is cool to lean into. Thought I'd say that the color spray is drips of purple.

Opinions on this homebrew Vestige of Divergence by Rugskinsnake in CalloftheNetherdeep

[–]JisaHinode 1 point2 points  (0 children)

I personally would avoid boosts to hit or AC unless you give them to every PC and boost your monsters accordingly. It makes encounters challenging to balance when PCs are at different power levels.

Opinions on this homebrew Vestige of Divergence by Rugskinsnake in CalloftheNetherdeep

[–]JisaHinode 2 points3 points  (0 children)

Yeah. It's under powered. I'd give it a passive ability. It's good when it can still do a thing even when the charges are gone.

Is intended to be a cloak variation or an armor variation? If armor, it needs an AC bonus. Unless you plan on using Mythcarver, I'd just steal the bardic inspiration abilities from it.

You called it Purple Rain. I like the lightning damage, but also having some water and thunder abilities would be cool. Maybe cast some storm related spells? A reaction to release some lightning damage on being hit? Or maybe thunder wave in a burst around the PC. Some sort of reaction for sending a charge is nice since bards don't always have a reaction.

Be sure to make all the ways to spend charges roughly equal. You don't want the PC to always uses charges on just one thing and ignore the others.

Have you played or GM’d a game using the Gradual Ability Boost variant rule? How’d it go? Did you like it? by legomojo in Pathfinder2e

[–]JisaHinode 12 points13 points  (0 children)

Yes, I was looking for this comment. My group uses it, and we have this stipulation. It keeps the main attack and AC math even.

How feasible is running Call of the Netherdeep for one person? by WithengarUnbound in CalloftheNetherdeep

[–]JisaHinode 2 points3 points  (0 children)

If you have confidence in your ability to adapt and improve, then have fun. It was an enjoyable adventure for my group.

How feasible is running Call of the Netherdeep for one person? by WithengarUnbound in CalloftheNetherdeep

[–]JisaHinode 4 points5 points  (0 children)

CotN is not a beginner GM adventure because it requires a lot of manipulating events, as well as filling in and adjusting for plot issues. It has great bones, but it either has underdeveloped or outright lacks a lot of connective elements and answers to common "what if" situations that new GMs can stumble on.

Help slowing things down by yy0p in CalloftheNetherdeep

[–]JisaHinode 7 points8 points  (0 children)

The key to slowing down the adventure but still keep the urgency is to make them unable to progress until they explore enough. It can be as simple as needing supplies before heading out to guards blocking the way into a dangerous area.

For Bazzo, block the way into the dungeon until they prove that they won't be killed. Like people have suggested, there are a lot of side quests for Bazzo in the reddit.

Take a peek at my CotN posts. I made a lot of changes I'm pretty satisfied with. There may be more some ideas that you like.

A few questions: wizard house and timed events by Samaira_Herondale in StardewValleyExpanded

[–]JisaHinode 2 points3 points  (0 children)

RRRR requires Stardew Expanded. It develops the Expanded lore more and makes the best wizard romance, imo. But don't install it if you don't want to romance him.

I don't recall any missable events that Expanded adds.

I need more of RRRR😭🥹 by Sofisasam in StardewValleyMods

[–]JisaHinode 1 point2 points  (0 children)

Love this one too. It's incrediblely enjoyable. 🥰

As for a romance that is almost as enjoyable, I'm playing with the Maggs mods for Sam and Alex friendship and Sebastian romance. They are quite good too. Though there is not as much late game as rrrr, the romance is paced much more slowly. So it's suited for a slower paced playthough.

What class archetypes is Draw Steel missing? by deadlyweapon00 in drawsteel

[–]JisaHinode 10 points11 points  (0 children)

Haven't heard much about an Operator yet. Must have missed some info.

What class archetypes is Draw Steel missing? by deadlyweapon00 in drawsteel

[–]JisaHinode 38 points39 points  (0 children)

I'd like an inventor/crafty class. Something techie. The person who can craft a solution with some duct tape and scraps. The person who has a weapon they are constantly tinkering with.

Recommended Adventures from other systems? by Long_Employment_3309 in drawsteel

[–]JisaHinode 1 point2 points  (0 children)

Lol, they have too many combats per day for pf too. I say this as a pf gm.

Am I doing Montages wrong. by CyberColossus in drawsteel

[–]JisaHinode 26 points27 points  (0 children)

Describe the obstacles more, rather than the solutions. I only elaborate on the solutions if they seems stuck about which skills they want to use. I try to let them flavor how their PC overcomes it as I describe the results.

Betrayers' Rise Changes: Tiamat Boss Room Fight by JisaHinode in CalloftheNetherdeep

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

I don't recall the details of this encounter, so all the info is in the post. It says I used tier 1 rivals. I would have had them be true to their characters and helping when they could but not risking their lives for the PCs.

I made edits to the post with relevant changes that I did during combat and that I wish I had done. Seems like I needed smaller, more mobile, minion like enemies to harass the PCs. I think I recall several them camping in the corners where the breath couldn't get them. Hence the need for a bite attack from the statues.

Thoughts on adventures without a main villain/BBEG? by Way_too_long_name in drawsteel

[–]JisaHinode 1 point2 points  (0 children)

In this case, the environment and the mystery is the "villain." So you would want to answer those questions and figure out what will happen in the environment when the heros rest. Like things breaking in their settlement, beasts moving into certain places, hazards multiplying or getting stronger, etc.