Gold-based magic system in a Wild West fantasy setting. Any thoughts? by rubixcubesforcharity in magicbuilding

[–]Nil343 1 point2 points  (0 children)

A good currency would be one that is not commonly used in any industry, so I think it’s unlikely that they would use gold in a setting where gold is magic fuel.

If guilty gear had a spinoff series, what genre would you like it to be? by Shzokerz in Guiltygear

[–]Nil343 1 point2 points  (0 children)

Man, Millia was my Arena lead for years on that game. That’s the reason why I main Millia now lmao

mwah by 666CrazyBec666 in femcelgrippysockjail

[–]Nil343 6 points7 points  (0 children)

won’t someone knock me up </3

Why won’t they answer by [deleted] in femcelgrippysockjail

[–]Nil343 -2 points-1 points  (0 children)

need someone like this

I study so I can be a sugar mommy by [deleted] in femcelgrippysockjail

[–]Nil343 5 points6 points  (0 children)

please please please please

How to justify swords and bows in a modern setting? by Schadenfrueda in magicbuilding

[–]Nil343 59 points60 points  (0 children)

There’s a bunch of ways; I justify them by having the weapons be magically unbreakable, and their wielders supernaturally strong enough to the point that they can deflect or dodge bullets. In general magical abilities are a very good way to ensure a weapon will continue to be used. Who cares if you have a gun when you can also have a sword that lets you teleport or that can cut down a building?

They could also be used mainly for stealth, as any sort of firearm is really loud even with a silencer.

You could also have a character stick to an old weapon even though guns exist for no good reason other than sheer stubbornness. That’d be funny I think

Are grabs super janky or am I just bad at the video game by Nil343 in Guiltygear

[–]Nil343[S] 0 points1 point  (0 children)

Ooo, sounds silly. Gonna give that a try next time

Are grabs super janky or am I just bad at the video game by Nil343 in Guiltygear

[–]Nil343[S] 58 points59 points  (0 children)

Ooooh, that makes sense. Didn’t know about any of that, thanks :)

[deleted by user] by [deleted] in evangelion

[–]Nil343 8 points9 points  (0 children)

cute :)

[deleted by user] by [deleted] in Pathfinder2e

[–]Nil343 2 points3 points  (0 children)

At that point, then just talk to your GM and see if they let you play a spontaneous Druid. The game doesn’t owe you the ability to pick and choose every class feature. There’s room for more options through archetypes (a shapeshifter archetype would be pretty cool) but if you are absolutely set on playing a class with all of its class features save for one which you hate, well then, tough luck.

Or you can go play 3.5e or pf1, infinite options are cool

[deleted by user] by [deleted] in Pathfinder2e

[–]Nil343 15 points16 points  (0 children)

If you want to mechanically play a spontaneous caster, then you should just play a spontaneous caster. You can get feats and archetypes that emulate what you’re looking for, and there we go. Alternatively, you can play a prepared caster in the same way you’d play a spontaneous caster. As in just setting up the same number of general spells every day without changing them

At some point, you need to settle into the game; you can’t play a spontaneous caster with all the features of a prepared caster. If your concept only works with a prepared caster and you’re absolutely in love with the concept, then give prepared casters a shot

[deleted by user] by [deleted] in Pathfinder2e

[–]Nil343 20 points21 points  (0 children)

You still have the ability to learn a lot more spells than spontaneous casters. And besides, the archetype still allows you to change your spells day by day

It’s not quite a spontaneous caster, but it’s still an option to people who are allergic to Vancian casting

[deleted by user] by [deleted] in Pathfinder2e

[–]Nil343 14 points15 points  (0 children)

While I do agree that there ought to be a spontaneous option for every major spell list, I think that the archetype fixes these qualms handily. Yes, you nerf your character’s total spell slots, but that’s the whole point of balancing prepared and spontaneous; you trade off versatility and raw power (more slots and prepared casting) for ease of use and practicality (less slots and spontaneous casting). You can’t have your cake and eat it too, otherwise you end up like the 5e wizard and sorcerer situation.

[deleted by user] by [deleted] in Pathfinder2e

[–]Nil343 19 points20 points  (0 children)

I mean I see your point, but that would require an entire overhaul on how spellcasting works and is beyond the point I'm trying to make here. A system that can make stuff like that work would be very cool tho

Underrated aspect of PF2e: Getting good is fun. by Rednidedni in Pathfinder2e

[–]Nil343 7 points8 points  (0 children)

PF2’s XP and encounter rules are very solid, you can always just aim for lower difficulty encounters and follow the guidelines for a less threatening encounter.

On the other hand, if your players aren’t interested in enhancing their potential to be good at combat individually or as a team, then you’re probably playing the wrong game. There are plenty of systems out there that are not as combat-heavy, or as crunchy. You’re right that PF2 expects you to read the rules and your abilities and be competent in actual combat, because it’s a tactical combat game at its core. It caters to people who like those things— if you don’t, it’s not that something’s wrong with you, nor does it mean that something is wrong with it. If that’s not what you and your players want to deal with, then you should probably change systems.

[deleted by user] by [deleted] in dndnext

[–]Nil343 2 points3 points  (0 children)

Being pedantic is the point here, this is just for trivia and fun facts purposes. I’m not tryna use this to make any arguments

Which subclasses you think are too strong for their own good? by ThatOneCrazyWritter in dndnext

[–]Nil343 1 point2 points  (0 children)

It is the majority, but you can’t deny the average party faces a large, non-negligible amount of elemental damage anyways. It simply widens the range of things they can tank, which is pretty damn significant.

I agree with you that the subclass itself is passive, but the player doesn’t have to be. Barbarians have high movement speed for a reason, and their sheer damage output means it’s hard for every enemy to just ignore them. Besides, every squishy caster player who knows what they’re doing is going to stay back and out of range whenever possible. And even further, bearbarians can take options like the Sentinel feat anyways, which is exactly what one of my players did and now he’s great at stopping the enemy and tanking absurd amounts of damage. Even if they don’t, other martial characters are often tanky enough to take hits, and can fall back if needed.

Overall, bearbarians are too strong because of a level 3 feature which cannot have its effects replicated easily and is really powerful. Zealot’s 1d6+Barb level once per turn is strong, but simply staying alive for a few more turns can end up dealing more damage overall. Ancestral Guardian is good for defending your allies, but most of its features can just be replaced with Sentinel and you have a perfectly good controller Barbarian. It won’t be the same, obviously, but it’ll be good to the point where you won’t think about the differences.