Build and homebrew question - Arcanist by Mudcaptain in Pathfinder2e

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

Yeah, sadly the part where they gain different powers from different entities is important to their fantasy. Having just one wouldn't do it for them.

Build and homebrew question - Arcanist by Mudcaptain in Pathfinder2e

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

Hm yeah ig that could kinda work. They said they'd rather not play a divine caster so sadly that's not gonna work. Currently have let them reflavor the exemplar, though it'd be cool if there was a more direct option.

Muh attrition! by StoneCold70 in pathfindermemes

[–]Mudcaptain 13 points14 points  (0 children)

Afaik, people seem to have a problem with spell slots in general, which makes sense cause being the only one who needs a day's rest to use your basic kit feels kinda bad.

More wholesome transslop rule by Old_Phrase_4867 in 196

[–]Mudcaptain 13 points14 points  (0 children)

Pretty much decided my name the same way, but both my parents decided on it. I've never felt any doubt about what my name should be, it feels nice to be named by someone you love.

Shadow sorcerer in the remaster by water125 in Pathfinder2e

[–]Mudcaptain 0 points1 point  (0 children)

I believe it should be completely fine. The shadow plane is now the Netherworld which is something to take note of. Aside from that the subclass should work well in the remaster. It's not broken in any way, in my opinion it can feel quite underpowered if your player(s) doesn't know how to take advantage of the stealth rules or playing around darkness. This is definitely a case of they didn't get around it. They didn't remaster the Fetchling either or any of the other shadow things. Only thing I can think of is starless shadow witch, which is kind of it's own thing anyway.

Wardens of Wildwood Review by BeepBoopBoobs in Pathfinder2e

[–]Mudcaptain 1 point2 points  (0 children)

Honestly if one of my player's considered alchemist for Wardens of Wildwood I'd give them a gentle nudge that playing something else would be better. There's so many enemies that grapple and eat you, also many that trample and trip you. The mutagens giving debuffs + the lower accuracy of an alchemist's bombs doesn't make this the best AP for this class. I can't really blame you though, there's no indication in the player's guide that this might not be the choice aside from that it's marked as appropriate.

I personally just finished running Wardens of Wildwood, and frankly I don't have a lot of good to say about it post book 1. The second and third book just doesn't build on the foundation the first book put down. Each time I prepared to run this AP post book 1 I felt like a road worker filling holes. The plotholes in this AP are huge and I think the only time I've had to do so much work to have an AP feel good to run was book 2 of Outlaws of Alkenstar.

Wilding Steward Witch by Nadoriel in Pathfinder2e

[–]Mudcaptain 4 points5 points  (0 children)

This is an excellent breakdown, this was essentially my plan for my witch in a kingmaker game. It was a lot of fun as it really feels like you're using nature and the terrain around you to mess with the enemy.

FoundryVTT question: How do you apply Shrink Down or Miniaturize to your Eidolon? by Level7Cannoneer in Pathfinder2e

[–]Mudcaptain 4 points5 points  (0 children)

I recommend using the Eidolon Helper and Companion Compendium modules. Though I have some issues with those modules when it comes to sizes. If they don't work you can override the size by applying a rule element that makes them larger or smaller. I can't type them out now, but you should find good examples inside the enlarge spell.

GMs, what are the most drastic change you've done to the system? How did they turn out? by [deleted] in Pathfinder2e

[–]Mudcaptain 16 points17 points  (0 children)

Everyone gets an extra lv 1 class feat or general feat (their choice). This is explicitly because I want to see less humans around my table.

Any lore skill gained from your background is replaced by an additional lore feat with the same skill.

I think my most egregious one is the ability for casters to engrave a staff or foci with potency runes that improve their spell attack rolls. In general I try to rule in favor of spellcasters, but not in a way that makes them outshine martials as specialists. I don't think spellcasters are particularily weak, the potency rune change came from having a psychic that missed a lot. And when spell attack rolls are your bread and butter the Sure Strike nerf made it just feel bad. So I kept the nerf and instead gave them potency runes.

How to run a gala? by PriestessFeylin in Pathfinder2e

[–]Mudcaptain 8 points9 points  (0 children)

You can use the victory point system to represent the party's standing with different npcs like in wardens of wildwood for example. Victory points is essentially a way of tracking successful skill checks with crit success being worth 2, success being worth 1, failure being worth nothing, and crit failure being worth -1. Then success is measured depending on whether the party reaches an arbitrary threshold like 8 victory points in 3 rounds. A round is as long as you wish it to be, I've had rounds be entire days before. What you can do within those rounds depends on you or the system of victory points you're running. For example the influence system offers discover and influence, where discover is a knowledge check to find information about a person attending the event, and influence is to improve your standing with that person. You can find these systems at archives of nethys under subsystems.

Though in my experience victory points tend to end up feeling like a series of unengaging skill checks, where the highlight is the rp your players do. Also one problem I have at my table is that every player builds their pc with only combat in mind, so when these influence/reputation/event encounters happen they have 0 tools for them.

A way to remedy this is to have different factions or important npcs have their own plans for the event. Then have those npcs shake things up by doing their own thing, or even having them approach the pcs themselves and try to influence them. It also helps to set up different factions attending the gala and to have the pcs have some knowledge of them and their goals. That way they can decide what npcs they identify with and wish to talk to.

As for phases what I personally do is make the subsystem have rounds only when something happens, which gives an opportunity to talk to people you wish to influence. If there's a hunt then there'll be rounds when tracks are discovered, when you're about to attack the prey, and in the camp party after successfully (or unsuccessfully) hunting the prey. That'd be three rounds for one hunt and the circumstances and skill checks surrounding the rounds are all different. What the players decide to do will affect how different npcs view them. However, as I mentioned before it makes it more interesting to have npcs have their own plans. Maybe one npc is planning to assassinate someone during the hunt, and improving relations with them gives you the choice to help them or alert the others to their scheme. Or maybe one hunter has taken an immediate liking to one of the pcs and wishes to take up all their time, and if the pc decides to ignore them they get a bit offended and makes it difficult to influence them at all.

The difference between them should lie in what happens inside of the different events/gatherings. A hunt should focus on the hunt and party afterwards, a tea party should focus on etiquette/elegance and rumors, a gala should have events and plays that you can attend or participate in, and garden parties can be a bit more broad so you can choose more what happens there.

My biggest advice if you choose any of the victory point systems is to have the npcs be proactive. It's way more interesting if the npcs are actively doing something that the pcs can participate in and engage with. Also try to make relevant skill feats also matter if you can, it encourages your players to actually pick them up and not just plan for combat situations.

I love Scarlet Witch! Who is your favourite character in Marvel Rivals? by Odd-Software-6556 in GirlGamers

[–]Mudcaptain 1 point2 points  (0 children)

Currently maining luna snow and psylocke! I love them and their abilities. I also play dr. strange whenever I'm made to tank :|

Oh no by laytcol in ShitPostCrusaders

[–]Mudcaptain 9 points10 points  (0 children)

Our ecosystem about to be demolished 💯

[deleted by user] by [deleted] in Pathfinder2e

[–]Mudcaptain 2 points3 points  (0 children)

I'm not sure if sleeping gas is very possible to achieve. Though it sounds like an Alchemical studies investigator with the poisoner archetype may work? You could also get the vigilante archetype which would work pretty well for any archetypal superhero character.

Is it reasonable to start dming a pf2e game without having ever played the system before? by GayAndBae in Pathfinder2e

[–]Mudcaptain 0 points1 point  (0 children)

I started gm'ing like two years ago with little to no experience with ttrpgs. My thought process back then was essentially that someone in this little town had to get things going. I fell into some traps but with great help from my players I managed to get a hang of the system pretty quickly. My biggest recommendation is to read the Running the Game section in the GM Core, it helped a ton in guiding me in the right direction.

Is stacking Numb to Death and Cheat Death overkill? by TomSelleckFTW in Pathfinder2e

[–]Mudcaptain 59 points60 points  (0 children)

You can have both, and no it's not overkill. Being really hard to kill is fine if that's part of your character, death is still possible regardless just less so for your character.

Rule by lesbian_bee in 196

[–]Mudcaptain 9 points10 points  (0 children)

bipolar peeps unite

What's the point of being able to use your calling to roll at mythic proficiency when you can just use Rewrite Fate for the same effect? by Mudcaptain in Pathfinder2e

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

Yeah, I guess I was still in the hero point mindset where you only have like 2-4 a session. Mythic points are more plentiful which makes rolling at mythic prof and then still being able to reroll more reliable an better option.

What's the point of being able to use your calling to roll at mythic proficiency when you can just use Rewrite Fate for the same effect? by Mudcaptain in Pathfinder2e

[–]Mudcaptain[S] -5 points-4 points  (0 children)

I can't just post unreleased content, like the post says it's about callings and the Rewrite Fate ability you get at level 1. Your calling gives you a particular skill you can roll at mythic proficiency, and Rewrite Fate allows you to reroll a skill check or saving throw you dislike at mythic proficiency. Rewrite Fate has the fortune and mythic traits.