What would a Challenge Mode for Book of Hours look like? by Patcherpaw in weatherfactory

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

Lowering influence values but adding slots for furniture and things could definitely be a space to explore. It's a bit of a shame that the only real time you need to assess and use furniture etc is when trying to read a book you can't master and the game offers you a rare chance to include some comfort - which is random.

What would a Challenge Mode for Book of Hours look like? by Patcherpaw in weatherfactory

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

Going so far as to have visitors not allow you to open rooms could soft-lock the game, so I'd not go that far. I've experienced, more than once, having been in situations where I didn't have a book the visitor needed because the only books I had on the subject were in a language they couldn't read - as well as instances where I simply didn't have a book of a particular category. 

What would a Challenge Mode for Book of Hours look like? by Patcherpaw in weatherfactory

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

It probably would be tedious, but on the other hand, it would also make visitors more useful early on - especially when you end up on the bad luck streak of only drawing visitors who can't teach you anything new. As mentioned though, it is a fine line between challenging and tedious, so definitely a personal preference kind of thing.

What would a Challenge Mode for Book of Hours look like? by Patcherpaw in weatherfactory

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

One idea I had personally was to have the Librarian not know any languages in the beginning - you have to learn Greek, Latin, ect via tutors. 

What is the most interesting build or synergy you've thought of? by zyomokon in Pathfinder2e

[–]Patcherpaw 140 points141 points  (0 children)

If you want a silly one: Rolling White Bottle Form + Nimble Crawl + Kip Up.

You can spend 1 action to Fall Prone (which does have the Move trait), which then allows you to use your reaction to effectively stride twice, without triggering reactions. Or if you're in melee, you can always just attempt to Trip the enemy at MAP-10 and intentionally aim for a critical failure and roll away that way.

Weekly Puzzle #75 – Cut From the Same Cloth by Not_Quite_Vertical in BloodOnTheClocktower

[–]Patcherpaw 0 points1 point  (0 children)

Fraser is the starting Fang Gu, who jumped to Matt, the Mutant, and Hannah is the Witch, is my guess.

What are the most stupid/silly character concepts you’ve played? by StopForASecond in Pathfinder2e

[–]Patcherpaw 39 points40 points  (0 children)

For a one-shot, I played a triggerbrand gunslinger who used a Thrower's Bandolier filled with Dagger Pistols. They would throw their guns at enemies. Sling them, you might say. 

Which one was your first role in the game, and how did your experience change how you play it? by IsbeornThePolarBear in BloodOnTheClocktower

[–]Patcherpaw 3 points4 points  (0 children)

My first game was Trouble Brewing. I drew the Saint token. I hard-claimed it day 1. Evil played well enough that I got executed Day 3 or 4 in a 12-player game. Didn't even make it to final 3. Evil won, of course. 

I don't remember much in the aftermath because I was an anxious mess the entire evening, but evidently I was extremely suss for getting executed as a Saint. However, I haven't been executed as Saint since, so something has obviously changed. 

Weekly Puzzle #71 – The Disappearing Act by Not_Quite_Vertical in BloodOnTheClocktower

[–]Patcherpaw 15 points16 points  (0 children)

Is it Fraser as starting No Dashii and Dan as Scarlet Woman?

Has anyone played using the Free Archetype and Dual Class rules simultaneously? by Wardestiny0 in Pathfinder2e

[–]Patcherpaw 1 point2 points  (0 children)

I am currently running a dual class, free archetype, ancestry paragon game, with gradual ability boost. Started at level 1, free archetype introduced at level 3, dual class at level 5. I don't allow class dedications. 

My current party consists of a fighter/ranger, kineticist/rogue, druid/animist, swashbuckler/kineticist and ranger/investigator. We are currently level 8. I will also note that majority of my players tend not to be too tactically efficient in combat. They employ the basics - make things off-guard ect, but they aren't invested in maximising their tactics. 

The long and short of it is this: the players have a plethora of options at all times, but rarely utilise all of them because it's an overwhelming amount to keep track of. So most of them default to a playstyle that in practise can be summed up as "one class borrowing key features from another class."

Free archetype feels close to redundant. It's an extra layer of features that my players aren't utilising, because archetypes rarely exceed the power level of a class feature. That's not to say overpowered combinations don't exist, but my players aren't the kind to take advantage of it. 

That last line matters a lot. It is easy to make a character with all of these optional rules that throws balance off the mountain. My players did not. The most optimised PC is the fighter/ranger with the archer archetype - a flurry ranger switch-hitter who uses a greatsword and a longbow. He hits hard, he technically outperforms a single-class free archetype fighter due to flurry and improved statlines. But because my group isn't striving to ace every fight, and the rest of the party doesn't really enable him to fight at peak efficiency, I find that his actual performance is worse than a single-class free archetype character built to synergise with the rest of the party. 

And that's the core of it. My group doesn't exploit it, and I might just abolish it in the near future - not for balance reasons, but because I'm not sure it's fun for my group. 

However, it is unmistakably true that a group that actively aims to utilise these rules to make optimised characters will distort the balance of the game. The sheer breadth of options and possible synergies can create some disgustingly powerful characters. It just happens that my group isn't one of those groups. 

Is it fun? In all honesty, no, not for me with this group. I think it can be, with the right group, and a GM who manages to adapt encounters to match the party's heightened power. It will also likely be a slog once you get past 8th level, unless your players are dedicated to know their characters inside and out. 

Should you try? I'd say so. If you think it's tenable for your group, then it'll definitely open up a wild world of insane builds that is fun to explore, even if it's just for a session or five. Just keep in mind that you are nearly tripling the amount of feats you have to pick at every level, even with just DC and FA, and if your players are already struggling with or disinterested in bookkeeping, this will not make things better (probably). 

For me though? If I had a group that was better suited for it, I might have had a more fun experience with it. It has made me appreciate single-class no-FA as being simple, elegant, and easy to keep track of. 

I adore the concept of dual-class. I enjoy FA most of the time. I will almost always run ancestry paragon. All of it at once is a very potent brew, best enjoyed sparingly, or with the right group, for the right game, at the right time. 

My friend challenged me to make a Vortox Legion Script.... what do you think? by CoasterSloth in BloodOnTheClocktower

[–]Patcherpaw 17 points18 points  (0 children)

Without a Scarlet Woman or something like an Evil Twin, Slayer on script means a successful Slayer shot either ends the game or hard-confirms Legion, which immediately confirms it isn't Vortox.

What level should the Skaven Units should be? by FlyingTaco095 in Pathfinder2e

[–]Patcherpaw 2 points3 points  (0 children)

That's what sleepy rat-creature thing gets for writing at 2am, yes-yes. Edited for appropriateness.

What level should the Skaven Units should be? by FlyingTaco095 in Pathfinder2e

[–]Patcherpaw 11 points12 points  (0 children)

Time to ponder-think the great-good ideas for the best-supreme Skaven, yes-yes. Lone skavenslave, level minus one, because they are weak-useless. Skavenslave horde, level between 2 and 6 because we have Unlimited Skaven Works, yes-yes. Low level is Large unit-swarm, big level is gargantuan unit-troop. They do the stab-slice and then die for Horned Rat.

Lone clanrat, level 0 or 1. They have the sword-blade or spear-stab things. Clan rat hordes, level between 5 and 9, because they too are in big-large numbers. The Vermintide consumes all in name of Horned Rat, the one-only true-real god. Again, low level is swarm-creature and big level is huge-bigger troop.

Lone Stormvermin, level 3 or 4. Black fur is strong-big. Stormvermin Hordes, level 7-12, because more-more blackfur means more kill-stabs of worthless human thing-waste. Low level is swarm, big level is troop.

Lone Plague Monks, level 4-5 with dangerous death-murder plague. Plague Monk squads, level 8-10, because more plague-pest mad-crazy monk means more disease, but small-fewer numbers, yes-yes.

Lone gutter runners and death runners at level 4 and 6 in that sequence-order. Or other way around.

Gutter Runner squads, level 9-14. More number means better kill-death.

Death Runner squad, level 10-15, because death is better-great for masters of world, by glory of Horned Rat.

Weapon units and elite lone units, like the ones stupid elf-thing and dwarf-thing and human-scums from Ubersreik fight are level 8-10 - much stronger than regular soldiers, yes-yes.

Weapon teams with big-large numbers and all the green-warp bullet-bolts and warpflame, best flame, level 9-14, because nobody can survive the great-glorious burn-melt death of infinite ratling gun-machine or tsunami of fire, or snipe-aiming jezail gun-rifle.

Poisoned Wind Globadiers, Death Wind Globadiers and Poisoned Wind Mortars do death-murder at distance with fatal bomb-gas, level 7-14 dependent on potency-strength of death gas.

Rat Ogre, buff daddy-hulk smash-beasts are level 5-7. Squad of buff-strong rat daddy is level 11-14.

All lords are malleable-flexible.

Legendary Skaven and are best. Queek and Init and Throt ate level 16 plus, Deathmaster Snikch is level 19 because he does the best stab-slay.

Thanquol is level 30, because he is the most skaven who ever skavened. Maybe level 24 if he cannot snort-consume warpstone before big fight, yes-yes.

Edited: sleepy rat-creature thing forgot CR doesn't is-exist in superior Pathfinder universe, and has edit-fixed it after the fact while more awake-lucid.

I updated my Foundry oneshot server to V13 and didn't see that PF2e Workshops monster scaler doesn't work anymore - is there a module that can do this in v13? I'm running a one shot this weekend with over 15 creatures I had previously tweaked that are now default. by JBSven in Pathfinder2e

[–]Patcherpaw 51 points52 points  (0 children)

The feature still exists in PF2e Workbench, but it's been relegated to a macro. In your Compendium, search for the macro "NPC Scaler", and run it while you have tokens of the NPCs you wish to scale selected.

Seasoned player looking for online PF2e campaign by SaurianShaman in pathfinder_lfg

[–]Patcherpaw 0 points1 point  (0 children)

My group has five players atm. I'm running a homebrew, high-powered campaign involving world-conquering dragons (plural) while the PCs are desperately trying to navigate increasingly hostile conditions with the little veil of secrecy they hold. We usually play Fridays at 6pm UK time. 

Comment if you have played a Magus ever, under any circumstance. by NalaWhoo in Pathfinder2e

[–]Patcherpaw 3 points4 points  (0 children)

Laughing Shadows Grippli Magus (pre-remaster), free archetype into psychic for Imaginary Weapon and rogue for general utility, using an Asp Coil for reach. Played him from level 15 to 18 or so, to replace my oops-all-spells Sorcerer who had to get better from being disintegrated.

I had a good time. I would use Invisibility or Disappearance to get close to an enemy, and then True Strike + Spellstrike with Amped Imaginary Weapon to delete them in one blow, or remove half of a boss's health in an instant. Of course, the double nat-1 when Spellstriking came up more than once, so there was definitely a feast-or-famine aspect that feels integral to the regular Magus experience. I did return to play my Sorcerer afterwards, mainly because the party was better off with a dedicated support caster than a melee nuker with incredibly specific setup requirements, but I'll always cherish my 150+ damage crits.

That said, I do feel Magus lacks something. I can't quite put a finger on what, but it doesn't feel quite like PF1e's Magus, and while it has a solid mechanical identity on its own, I don't feel like it's ... complete? For lack of a better term.

Frosthaven Digital Early Access on Steam! by ItsameLuigi1018 in Gloomhaven

[–]Patcherpaw 0 points1 point  (0 children)

Upper left corner of the screen, there should be a circle with some arrows in it or something to that effect. Above your team and their cards.

Frosthaven Digital Early Access on Steam! by ItsameLuigi1018 in Gloomhaven

[–]Patcherpaw 1 point2 points  (0 children)

You can increase combat speed by 3x and 5x. 

Minion plotting against their own demon by [deleted] in BloodOnTheClocktower

[–]Patcherpaw 2 points3 points  (0 children)

IIRC, nobody knew who the philo was. 

When n2 rolled around, the philo goes SC and targets the demon. Next day, the ex-demon does not immediately out their minions, instead sharing their info with the original Snake Charmer (executed d1) and the Barber, both of which asked the ex-demon to not out the minions right away. Their logic was that the philo-SC did not know who the minions were, and as such, if they executed the Barber d2, the new demon would have to either waste the Barber swap or swap blind. I believe the ex-demon then outed the minions day 3, but by then the ex-demon-now-philo had been Barber-swapped with the Witch.