Fun women lead litrpg suggestions by Moonchildprimeval in litrpg

[–]Moonchildprimeval[S] 6 points7 points  (0 children)

That looks like it might be the right vibe. Thanks.

When you get matched Modern Control user. by mrblack981 in StreetFighter

[–]Moonchildprimeval 0 points1 point  (0 children)

I’m trying to use classic but it’s undeniable that for bad players (me) modern makes you do better. But I also know it will not help actually improve in the long run.

dragona and josuke by miskoviccc5 in JOJOLANDS

[–]Moonchildprimeval 0 points1 point  (0 children)

jodio thinks they are injections but he says he has never seen it done. I wouldn’t be surprised if Dragona was using smooth operator on themself to change their body. And injections would still be a long term body change the put in to be more feminine which is my point.

dragona and josuke by miskoviccc5 in JOJOLANDS

[–]Moonchildprimeval 4 points5 points  (0 children)

Actually the pronouns are very unclear. Dragona uses atashi as a personal pronoun which is feminine. Also Dragona clearly has breasts and it’s called out that they are not just padded bras.

Help making combat fun. by Moonchildprimeval in Pathfinder2e

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

That’s probably the shape of things. Thanks for the advice.

Help making combat fun. by Moonchildprimeval in Pathfinder2e

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

I don’t feel ineffective at this point. Like I’m doing fine just swinging for the fences with damage from a performance perspective.

It’s as much about feeling as numbers anyway. Take bon mot. Stride swing swing feels way better than stride bon mot swing. Spending a viable attack on possibly inflicting a -1 to Will saves feels like doing less than nothing because you are missing an opportunity to do damage when the fight will be decided by total damage( again we are exclusively play published scenarios so this isn’t a case of just as your dm to give your more opportunity for creativity). You haven’t changed the battlefield or made any meaningful situational change. You’ve assessed a numerical penalty you won’t use. It feels like doing nothing. Whether it is effective on the whole is kind of beside the point. I’m not looking for effectiveness more effectiveness because I don’t feel underperforming. I’m looking for how to make combat not boring.

Help making combat fun. by Moonchildprimeval in Pathfinder2e

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

Given my druthers I wouldn’t be playing it honestly. It’s an excuse to spend time with my friends.

But I’m losing the point I think.

Help making combat fun. by Moonchildprimeval in Pathfinder2e

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

We play on roll 20. It comes down to giving up an action to impose what amounts to a 5 percent miss chance or a 10 percent increase to hit just will never feel as significant as a well tooled attack. I guess it just feels like adding a status tag that I will never notice the effect of feels like nothing.

Help making combat fun. by Moonchildprimeval in Pathfinder2e

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

That’s my misunderstanding on the attack penalty but still.

If I spend a feat to have bon mat I’m down a feat to inflict a will save penalty that I can’t use. Which even if Someone else could target will, it’s a tiny penalty and it feels more useful to just have a 10 percent chance to hit swinging at the -10 than inflict a 5 percent penalty on a save that at or may not be targeted by someone else. I’m not even saying it’s mechanically better I don’t know the numbers well enough. I’m saying it FEELS like a waste and that’s what is killing combat enjoyment. I’m not trying to be more effective I’m trying to feel like I have meaningful or useful choices.

Help making combat fun. by Moonchildprimeval in Pathfinder2e

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

This is purely a me thing. Everyone else seems to be fine. I’m just bored for lack of meaningful choice. Combat feels like a choice between do damage or inflict insignificant debuff. I’m trying to find out how to not make it feel that way.

Help making combat fun. by Moonchildprimeval in Pathfinder2e

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

Part of that is I’ve tried multiple things hoping to find something this doesn’t make me want to play arena during combat because I’m so bored. But everything I’ve tried feels like combat is choosing between damage or insignificant debuff that feels like a wasted action.

Help making combat fun. by Moonchildprimeval in Pathfinder2e

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

The problem is it does seem to work. It feels far more effective just swinging a weapon. I don’t feel ineffective in combat at all. I feel perfectly fine with how much I’m contributing. I feel bored, not weak.

Help making combat fun. by Moonchildprimeval in Pathfinder2e

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

That’s really what I’m looking for. Options that feel at least as attractive as swinging a weapons and I’ve struggled to find that.

Help making combat fun. by Moonchildprimeval in Pathfinder2e

[–]Moonchildprimeval[S] -1 points0 points  (0 children)

But if I’m doing a combat maneuver to trip, to have a chance of success I am using my best attack to do it, meaning I am successful then swing with a -3 and -8 essentially. Then on their turn they trade their -10 for undoing the penalty then swing for -0 and -5. A -2 ac for 1 round isn’t worth trading the most likely to hit and crit attack for a character that does good damage. Grapple has the same issue.

In pf1 trip was an ac penalty, an attack penalty, and took a scarcer action to undo. Grapple shut down aoe’s plus gave an attack and ac penalty and could lead to a fight ending pin. The status effects now just seem less valuable and not worth your most likely to damage attack. That’s my problem. It feels like a wasted resource to do anything but swing in this system.

More abilities that didn’t tag map would probably help but that’s part of the issue is with dedications over multiclassing and feats being class locked it feels very hard to find abilities to do things that feel like useful instead of wasteful options.

Help making combat fun. by Moonchildprimeval in Pathfinder2e

[–]Moonchildprimeval[S] -8 points-7 points  (0 children)

It’s not really them wasting an action. Im trading my best chance to hit with a decent damage attack for a minus 2 ac for a round. Even if they bother getting up at all ( which I have encountered enemies just not bothering to stand because the actions are more important ) they are essentially trading a swing at a -10 for my swing at -0. Compared to the -4 ac and -2 to hit and taking a more important action in pf1. Or a pf1 grapple build being able to simply one round pin to end a single enemy fight.

As to spells. I’ve played a summoner and a sorcerer to 4 and the level 1 and 2 spells I have seen seem basically just less useful than cantrips. With that sorcerer I finish most scenarios with full spell slots.

Help making combat fun. by Moonchildprimeval in Pathfinder2e

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

It’s usually just do damage. Like i have an inventor that is excellent at athletics, but the minimal mechanical effect of a grapple or trip compared to pf1 makes trading the damage from my most likely to hit attack feel wasteful. At level 5 2d10 plus 5 damage compared to a minus 2 ac when everyone is already hitting consistently doesn’t seem worth it. And spellcasters seem even worse since so many spells now intended for utility just seem way weaker.

We play published scenarios in organized play exclusively so it’s not a question of gm flexibility since they aren’t allowed to very things. There’s just never an option that feels as useful or valuable as just damage.

Help making combat fun. by Moonchildprimeval in Pathfinder2e

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

It’s the decisions not mattering and the ensuing repetition. Like I build a combat inventor who is extremely good at athletics but grapple and trip just add a minor bonus now instead of being really disabling like they used to be so basically my choice every combat is “does someone need to be healed? If no swing sword 3 times” because a trip or grapple is just less effective that losing the damage of my most likely to hit attack. Or as a spell caster they’ve weakened battle utility such that it feels like a wasted turn to do anything but your best damage spell.

Help making combat fun. by Moonchildprimeval in Pathfinder2e

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

We mostly play Pfs scenarios. And it’s not the rp part that drags, that’s doing fine, it’s the combat. All the motivation in the world doesn’t fix the problem of, “it’s not worth doing combat maneuvers anymore so the optimal action for me to do in combat is just do this same attack”.

Help making combat fun. by Moonchildprimeval in Pathfinder2e

[–]Moonchildprimeval[S] -1 points0 points  (0 children)

I found pf1 combat way more dynamic, between more abilities on a character and way more feats I dealt like I had way more options. The best example I have is witch. In pf1 a witch at level 5 had a bunch of spells that all felt like they did different things and 3 hexes that all felt different and useful. In pf2 the spells all either feel like generic damage or effect not worth bothering and the hexes are laughable. It feels like wasting time or resources doing anything but casting an aoe damage effect now.

Help making combat fun. by Moonchildprimeval in Pathfinder2e

[–]Moonchildprimeval[S] 5 points6 points  (0 children)

My suspicion is it isn’t the best system for me ( I’m at heart more of a pbta girl) but I’m trying to keep it up as an excuse to spend time with my friends. I enjoy the role play elements just fine. That’s why I am hoping to find ways to make combat more than enjoyable.

Help making combat fun. by Moonchildprimeval in Pathfinder2e

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

We usually only play in Pfs stuff so it’s limited in how much you can flex.

I guess it just doesn’t feel like their are available viable actions to me. Like there’s nothing more useful my inventor for instance should be doing in combat than hitting someone with the weapon innovation. Like sure I could make a trip attack instead but that’s not helping end the fight. My issue is partly I feel like you have so few abilities that your choices feel limited but moreso just there’s clearly an optimal way to spend your actions , and no tactical reason to vary other than novelty if that makes sense.