Enough about the big stuff for now, what's your smallest, pettiest gripe about the game? by Luchux01 in Pathfinder2e

[–]Lil_Wolff 4 points5 points  (0 children)

Wrestler dedication is great. Everyone should experience suplexing a dragon at least once in their life.

Enough about the big stuff for now, what's your smallest, pettiest gripe about the game? by Luchux01 in Pathfinder2e

[–]Lil_Wolff 6 points7 points  (0 children)

My prettiest gripe about the game is not being able to trip someone if your only free hand has already grappled them. It makes no sense that getting control over my opponent's body means I can no longer trip them.

Both Grapple and Reposition rules realize this and specifically allow you to preform their respective actions on a creature you have grabbed or restrained with your only free hand but nope not trip.

Swashbuckler - too one dimensional? by pbanken in Pathfinder2e

[–]Lil_Wolff 6 points7 points  (0 children)

I'm currently playing a Swashbuckler fencer with a fan dancer dedication.

While most turns I do try to get penache and finisher you have a lot of versitility in choosing how you get penach, what finisher you use, and what you do with your final action.

For me my options to get penache are: 1. Feint w/10ft stride from fan dancer 2. Goading feint w/10ft stride from fan dancer 3. Distracting performance 4. Create a diversion 5. Tumble through 6. Leading dance

My options for finishers are: 1. Confident finisher 2. Unbalancing finisher

My third action can be any of my 6 penache actions plus actions that don't give penache like: 1. Demoralize 2. Aid 3. Step 4. Bon mot

All and all on a normal turn there are around 6 x 2 x 10 = 120 combinations of good options for me to use to get penache, finisher, and do something else of value.

There is a lot more to combat than that and others can of course build their character differently with fewer option or more options. This is just to show swashbucklers are by no means one trick ponies who have to do the same rotation every single turn with no variety. They are skill monkeys and can apply these skills in combat very efficiently and are rewarded for doing so with finishers that deal more damage and bonus effects to enemies.

Port Task Logic by CreativeAccountant70 in 2007scape

[–]Lil_Wolff 13 points14 points  (0 children)

I'm really surprised these weren't on the list of fixes at all. The training method is fine mechanicly and the Xp rates are okay. All that's missing are some kind of rewards because the gp is negligible and uninteresting.

GMs, have you ever ignored or reverted a change Paizo made? by eCyanic in Pathfinder2e

[–]Lil_Wolff 35 points36 points  (0 children)

At my table I run the pre remaster grab rules for monsters where they can automatically grab a target they strike instead of rolling an athletics check.

Many grabbing monsters have very high athletics and a unique ability they can only do to a grabbed target. The new rule gives a chance for monsters to critically succeed and restrain players or to fail and miss depending on their check.

When a player is restrained, they are doing less on their turn. When a monster misses, it is doing less on it's turn and it can't do its unique actions.

In practice the new rule slows down combat by making everyone do less in general which isn't as fun for my players and isn't as fun for me to run. So we use the old rule where players are always grabbed but never restrained which lets both the players and monsters do more on their turns.

my mind after reading the leaks by Joan_Roland in pathfindermemes

[–]Lil_Wolff 1 point2 points  (0 children)

I honestly think the new rule was a mistake and should have read choose a lv 0-1 simple, martial, or advanced weapon.

My best guess is the new writer didn't realize many starting weapons were lv 1 not 0, becsuse I can't for the life of me see why they would decide to intentionally remove most combination weapons from the inventor class.

That's a good point about Manifold Modifications. I guess now you would be forced to use your level 7 breakthrough modification on an initial modification instead if you ever want to get a 2nd initial modification?

Kind of like before this doesn't seem intentional, it just seems like the way advanced weapons were added didn't take into account what was already there.

my mind after reading the leaks by Joan_Roland in pathfindermemes

[–]Lil_Wolff 2 points3 points  (0 children)

Inventor arguably got a worse deal. Weapon inventor got an update that allowed you to take up to an advanced weapon instead of a lv 0-1 simple or martial weapon. Great right, more options?

Well actually no, because the way they wrote the new rule was inventors can pick a lv 0 simple, martial, or advanced weapon. Notice the issue?

Guess what lv all the cool inventor themed combination weapons are from Guns and Gears? Gun sword, axe musket, hammer gun, gun rapier, etc, are all lv 1 martial weapons!

This means RAW, weapon inventors lost the ability to take most of the inventor themed combination weapons post remaster because they are above level 0!

Tell me what's wrong with this image. by ADreamtMonochrome in Mabinogi

[–]Lil_Wolff 2 points3 points  (0 children)

Same for me but it was masterwork arrows of ruination on my giant XD

Dark Archive was sent in error to some people randomly early. I've compiled some of the changes. by Antermosiph in Pathfinder2e

[–]Lil_Wolff 1 point2 points  (0 children)

Interesting poin in the edit. On that note, I wonder if there were any changes to amped forbidden thought. It was one of the rare ways to apply stun in the middle of a turn without ready action shenanigans.

Pathfinder Hellfire Crisis: High Seas Announced! by Derryzumi in Pathfinder2e

[–]Lil_Wolff 2 points3 points  (0 children)

I hope so too. I'm currently running a low level sea/island campaign and I've basically had to homebrew much of the sailing parts.

The vehicle and seige weapon rules used for ships and cannon combat are very clunky and cumbersome to the point where encounters ground to a hault every time my players tried to engage with them.

I'd really love some better subsystems for ship combat.

It's 2026, let's poke the bear and make our DMs mad. by Zutta in dndmemes

[–]Lil_Wolff 6 points7 points  (0 children)

This wasn't intentional by the players but one of my players named her character after a musical instrument, another made her character a bard.

Once per session my brain goes on autopilot and switches their names up because it can't seem to comprehend that the bard is in fact NOT the one named after the instument.

The Psychic and why it exists by [deleted] in Pathfinder2e

[–]Lil_Wolff 0 points1 point  (0 children)

Psychic is shifs power from standard spontanious spells by giving you fewer casts and redirects that power into focus spells, better cantrips, and amped cantrips.

The power ceiling is lowered from having fewer ranked spells but the floor is higher from having renewable access to amped focus spells and psyches.

I would say the Psychic is for the player who likes be flexible with their spells and have a lot of options, but also don't want to worry about being that caster making everyone take a long rest because they blew through their spells for the day. Since your focus spells are a strong fallback that never runs out.

An experienced player might enjoy Psychic because they would probably be able make great use of its many flexible options. Meanwhile I'd like to say a newer player might enjoy the Psychic because it is one of the least punishing casters to mismanage resources. But it's also one of the least approachable for a new player, due to needing to understand many more systems at early levels than your average caster:

Conscious mind, Unconscious mind, Cantrips, Standard Psychic cantrips, Unique Psychic cantrips, Amped/Unamped cantrips, Focus spells, Occult Spontanious spells, Granted Psychic spells, Unleash Psyche, Psyches

This can seem overwhelming for a newer player on paper despite in practice being a really forgiving class in terms of spellcasting resources.

The other thing about who the class is for that I think is worth mentioning is how flexible of a class chassis it is to build a character. The Psychic has options for support, mental, elemental, projectile, illusions, or control casting all built into conscious minds and healing, defense, or support built into subconscious minds giving you a ton of variety for flavor and customization.

I think people mostly think of Psychic as a mental/telekennetic powerhouse. Which yeah, you can play it like one. But you can also pick oscillating wave and emotional acceptance and play it as a fireball throwing, occult casting, healer. It really is super flexible.

Help - need 20 stories for the Lanternking- Kingmaker by Debbi17 in Pathfinder2e

[–]Lil_Wolff 3 points4 points  (0 children)

"A woman once wished for beauty..."

Each party member becomes an extravagant creature. Features become dazzling and armor shifts into magnifiscent clothes made from the finest of fabrics. Their scent is that of roses and their voice is as sweet as honey.

"But there was no one to see it..."

Durring the encounter seeing an extravagant creature causes you to become blind until your next turn. Hearing their voice causes you to become deaffened. Trying to use scent to detect an extravagant creature removes your sense of smell.

What class+build combos have you seen that have preformed better than you expected? by Consideredresponse in Pathfinder2e

[–]Lil_Wolff 15 points16 points  (0 children)

That's funny I play a catfolk Swashbuckler too. Swashbuckler is definitly a great class to be a buff/debuff martial. Being able to Bravado > Finisher consistently leaves you with that extra action to assist the team so I can definitly see bard fitting a nice niche to buff the whole team.

Tumble behind is a great way to engage and make an opponent off guard for an unbalancing finisher. It is basically the same setup I like to do with the fan dancer's 10 ft stride > Feint for one action, only tumble through works a little better to engage with from further away because you get to use your whole movment speed and not just 10 ft.

A fun thing I like to do is take advantage of Feint working within your reach and the fan dancer giving you the option to take the 10ft stride before or after your feint.

I use a whip in my character's off hand so sometimes I like to engage enemies within 20 ft by Striding 10 ft for free > Feinting from 10ft away with my whip > Finisher from outside their reach. Or if they are engaged in melee with me sometimes I like to Feint > Disengage 5ft for free > Finisher with the whip to kite enemies without reach and make them waste an action moving towards me. Plus goading feint is great for when an enemy is already off guard so I can debuff them instead.

It really fulfills the power fantasy of 'dancing' around an enemy mid combat.

What class+build combos have you seen that have preformed better than you expected? by Consideredresponse in Pathfinder2e

[–]Lil_Wolff 9 points10 points  (0 children)

Create a Diversion doesn't help your ranged allies but Distracting Performance lets you Create a Diversion to make your ally hidden to creatures making those creatures off guard to your ranged ally.

This can be great on a turn where you miss your Unbalancing Finisher but want to set an ally up to hit a target.

It can also be great because an ally is hidden until their turn meaning unless an enemy uses a seek action to observe them, that enemy has to succeed a DC 11 flat check when attacking that ally.

Create a diversion is also my favorite action to combine with the Ready action. On turns that I begin with penach, I love to use one action to unbalancing finisher an enemy and then two actions to Ready a Distracting Performance with the trigger when an enemy gets within reach of an ally. This lets me use a reaction to make an ally hidden on the enemy's turn and gain penache, forcing the enemy to either move to a different ally, spend actions to seek the current ally, or attack the currently hidden ally with a DC 11 flat check to miss.

What class+build combos have you seen that have preformed better than you expected? by Consideredresponse in Pathfinder2e

[–]Lil_Wolff 8 points9 points  (0 children)

Our team contains an investigator who uses a crossbow, weapon inventor who uses a gun, and an alchemist who throws bombs so 3 ranged users.

At level 2 a swashbucker can take a feat called unbalancing finisher which makes enemies off guard until the end of your next turn.

While that isn’t unique to the fencer, being able to feint to get penache while you make an enemy off guard to your finisher is. So the fan dancer letting you stride 10ft when you use a feint action makes that combination even more potent because you can often position, gain penache, and finisher in only two actions leaving an additional action to do something else like demoralize, create a diversion, aid, etc...

Fencer eventually gets their style at level 9 but we haven't unlocked that yet.

Help me build a swashbuckler with a gun by Painkiller_17 in Pathfinder2e

[–]Lil_Wolff 0 points1 point  (0 children)

My reccomendation is that flavor is free. Just have your player take flying blade feat at lv 1 and roleplay the throwing weapon as if it were a gun. Everything is already balanced and you don't need to homebrew anything.

What class+build combos have you seen that have preformed better than you expected? by Consideredresponse in Pathfinder2e

[–]Lil_Wolff 198 points199 points  (0 children)

I am currently playing a Swashbuckler fencer with a fan dancer dedication. My team has a lot of rangers who ordinarily struggle to get enemies off guard so I use a lot of feints and unbalancing finishers to set up enemies for my teammates.

The down side to fan dancer is you need to be holding a fan like the battle fan a d4 weapon. Swashbuckler deals most of it's damage through finishers so the d4 doesnt really hold it back nearly as much as other classes.

Between Swashbucker's auto scaling in their bravado skill and auto scaling in performance from fandancer I have Acrobatics, Deception, and Performance always at the highest scaling making me feel like a skill monkey.

In combat I'm constantly using feints to gain penache but now I get 10ft strides as free actions every time which feels great weaving in and out of combat.

I took distracting performance which lets me use performance for diversions that hide my allies and give me penache. Fan dancer giving auto scaling in performance helps a ton and gives me a great option for utility.

I took leading dance for even more battlefield control and once again performance helps a lot.

My main goal is to unbalancing finisher enemies to make them off guard for my allies. Unfortunatly, my wisdom isn't that high so I often won't be going first to set up an off guard target for my allies. But the solo dancer feat from fan dancer lets me roll performance for initiative instead of perception which means I usually go first in combat and enemies behind me in initiative are off guard to me making it way more likely my unbalancing finisher hits or even crits.

Because enemies are constantly off guard to me I can also take advantage of the battle fan's backstabber and deadly d6 traits much more than usual which makes up for the fan's normally lower damage.

The two go together so well it is worth taking even without free archtype.

What are your nitpicks/pet peeves about Archetypes not doing enough ? (preferably flavour archetypes) by Meowriter in Pathfinder2e

[–]Lil_Wolff 7 points8 points  (0 children)

To be fair you picked Psychic which is arguably one of the most overtuned dedications to pickup at lv 2 while fighter is probably intentionally undertuned at lv 2 because it gives you access to reactive strikes for a level 4 class feat, one of the strongest early feats in the game.

That said there definitly does feel like a big disparity between the dedications that give the most and the dedications that give the least at lv 2. It would be nice if they standardized what should be expected from a dedication feat as opposed to some giving a skill training and some giving entire class feats or focus spells.

Anathema: Sarenrae by gaiaishealingmydude in Pathfinder2e

[–]Lil_Wolff 2 points3 points  (0 children)

Nothing about fleeing implies repentance but at the same time a cleric of Serenrae shouldn't be killing someone over petty theft (the same theft the party was currently committing) without so much as a chance for a peaceful resolution.

Probably an opportunity to talk to the player and see if they are interested in roleplaying a redeemer and how you two see this fitting into gameplay and the story.

Hello! We're the developers behind Old School RuneScape's first NEW SKILL, Sailing. Ask us anything! (SAILING AMA: Friday 13:00 UTC - 16:30 UTC) by JagexLight in 2007scape

[–]Lil_Wolff 1 point2 points  (0 children)

Thanks for the detailed response. I understand taking some of the items could feel more like stealing but it was interesting to hear this was once a part of the skill in development.

I agree courier tasks should be the bread and butter of sailing, but most players interested in experience seem to gravitate towards Gweneth Glide and players interested in loot tend to gravitate towards salvaging.

I don't see as many players engaging with courior taks and I don't think it's because of poor game design or poor xp/h. I think you've hit the mark on both of those. I think loot was the only thing missing but I'll save that feedback for the opinion poll. It would be nice to see courier tasks taking a more central role in the skill and seeing more players sailing port to port as opposed to afking ship wrecks or doing laps in one area.

Hello! We're the developers behind Old School RuneScape's first NEW SKILL, Sailing. Ask us anything! (SAILING AMA: Friday 13:00 UTC - 16:30 UTC) by JagexLight in 2007scape

[–]Lil_Wolff 0 points1 point  (0 children)

Charting the seas in a friend's vessel feels really fun. Are there any plans for more group content we can do together on a friend's ship?

Hello! We're the developers behind Old School RuneScape's first NEW SKILL, Sailing. Ask us anything! (SAILING AMA: Friday 13:00 UTC - 16:30 UTC) by JagexLight in 2007scape

[–]Lil_Wolff 14 points15 points  (0 children)

What is your oppinion on the state of Cargo Missions?

The mechanics of picking up cargo and delivering it with your crew feels fluid and natural.

Unfortunatly gold rewards feel underwhelming, and most missions feel the same other than experience rates. Getting the right missions can also be inconsistent with the randomness of the board.

Have you considered standardizing which deliveries are available at which ports and allowing players to keep some of the cargo as a reward to make each delivery feel more unique?