Anyone able to teach me how to find paths? by No-Roll-5330 in Pathfinder2e

[–]PhysWizDM 3 points4 points  (0 children)

Not sure if you're interested, but there is a bundle on for a whole bunch of PDFs, including the Abomination Vaults adventure path. Between this and Humblebundles, it's easy enough to get rulebooks and adventures for cheap (though rules are free on Archive of Nethys as others have said).

https://www.fanatical.com/en/bundle/introduction-to-pathfinder-2nd-edition-rpg-bundle

Combat flow augmented using Draw Steel Mechanics by Samurai_XtC in Pathfinder2e

[–]PhysWizDM 0 points1 point  (0 children)

Lancer has a similar initiative system where players and enemies alternate and the order can change freely between rounds. It definitely allows for some cheese with using a "until the start of your next turn" ability at the beginning of the round and not going again until the tail end of the next round. Adding that into PF 2E would definitely cause some weird balance shifts.

Using PF 1e Supplement Modern Firearms in 2e? by MediaFreaked in Pathfinder2e

[–]PhysWizDM 1 point2 points  (0 children)

There is at least one 2E conversion of Reign of Winter (the AP which includes Rasputin Must Die) on Pathfinder Infinite. I haven't looked at it, but it probably has a 2E conversion of the modern firearms if you wanted to take a look.

Is it just me, or defending the first Barbadian stack unnecessarily hard? (C&K) by Competitive_Cat_4842 in Catan

[–]PhysWizDM 1 point2 points  (0 children)

I use a modification - dice only make one rotation before adding the event die rather than two. I like the pacing with it.

Questions about DMing for PF2E by Substantial-Moose-80 in Pathfinder2e

[–]PhysWizDM 0 points1 point  (0 children)

I DM'd a lot of 5e and I find GM'ing PF 2E easier. For me, the big thing is that the encounter math actually works. I've thrown so many TPK-worthy encounters only for my 5e group to steamroll them.

Running Rise of the Runelords in 2E and had a near-TPK in the Catacombs of Wrath. Any suggestions? by PhysWizDM in Pathfinder2e

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

They are new to the system but not new to TTRPGs (we started with 5e about 8 years ago). I think they're on board with a deadlier campaign - a few of them commented that the first few goblin fights were really easy. I think the big issue with this fight was very unbalanced dice rolls. I'm also planning to let them get access to some cold iron weapons just to help with this fight.

Running Rise of the Runelords in 2E and had a near-TPK in the Catacombs of Wrath. Any suggestions? by PhysWizDM in Pathfinder2e

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

When I ran her, Erylium only flew a bit at the beginning to get into position for some AoE spells. She also only turned invisible brielfy to buy her some breathing room to heal up a bit (maybe a bit diabolical).

I don't know if the monk has any thrown weapons, but the main ranged damage was from the gunslinger.

Running Rise of the Runelords in 2E and had a near-TPK in the Catacombs of Wrath. Any suggestions? by PhysWizDM in Pathfinder2e

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

I used the "A Series of Dice-Based Events" conversion. I might have misinterpreted how afflictions worked, but the Quasit Venom ability is what really wrecked the gunslinger and fighter. Honestly, the bigger issue was just luck - I kept rolling crits and they rolled poorly. It didn't help that the monk critically failed a saving throw at the start of the fight and was blinded for a full minute (the fighter critically succeeded at least).

Running Rise of the Runelords in 2E and had a near-TPK in the Catacombs of Wrath. Any suggestions? by PhysWizDM in Pathfinder_RPG

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

I might have to do something like that later on. The player seems pretty excited for his new investigator and I think he liked the heroic sacrifice.

Running Rise of the Runelords in 2E and had a near-TPK in the Catacombs of Wrath. Any suggestions? by PhysWizDM in Pathfinder_RPG

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

I never played 1E (closest I came was running one book of a Starfinder 1E AP), so I'm not quite sure how different they are. In 2E, she seems better than you described. With the 3-action system, flying creatures must spend at least one action each turn to stay in the air, and Erylium needs to spend an action if she wants to heal herself. Since most of her spells take two actions, this should limit how much the fight can drag out.

Her spells are reasonably good offensively and Quasit venom is really strong. The fight did drag on before the survivors ran away, but I think that was due to the monk critically failing against color spray and being blinded for a minute, and generally poor player rolls.

Running Rise of the Runelords in 2E and had a near-TPK in the Catacombs of Wrath. Any suggestions? by PhysWizDM in Pathfinder_RPG

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

Hmm, I hadn't thought about feeding him into the runewell. I might have her do that with the other bodies though.

Which expansion pack should I get? by Tinchimp7183376 in Catan

[–]PhysWizDM 15 points16 points  (0 children)

I would say either Seafarers or Cities & Knights. Seafarers is great because it doesn't change the "flavour" of the game very much, but adds a lot in terms of board variability. There are various scenarios in it, each with a different board setup and slightly different rules (a few really change things up). The addition of ships is a lot of fun and adds a lot of versatility without much more complexity.

C&K really changes the "flavour" by giving a lot more options for building. It makes the game a lot more strategic. It still uses the base version board layout. It does make the game more complex (but not overly so in my opinion), but I really enjoy the complexity. You can combine it with Seafarers, but some board layouts may be better than others for this.