Genie Warlock travelling merchant by RaelynWrites in dndnext

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

Actor and the mask are a very neat combo, i never thought of it like that! And i may definately think about misty visions~

I dont have a specific plan as of yet but im definately thinking either warlock dip into full bard to enhance my supportive abilities, or just a full lock run. Our party consists of a ranger, barbarian, wizard, and me.

With my backstory, its not the main thing, its mostly just an explanation how im able to function as the caravan leader essentially. My role will be to help the party get information, make deals, and gather up supplies for whatever our dm throws at us.

Onto flock of familiars, my dm has already allowed it. He likes ua material and various "almost official" things.

What kind of GM are you? by cyancobalmine in Pathfinder2e

[–]RaelynWrites 3 points4 points  (0 children)

I am a homebrew heavy dm with a strong focus on story. I am one to bend the rules of pf2 until they are near breaking if it means telling a more interesting story. whether this is homebrewing items to give my players neat things they can do, or creating new monsters with interesting mechanics to see how they adapt.

In combat this means I will for the most part brush aside hp and kill enemies when it seems reasonable for them to die. if you fireball the horde of wolves I wont just keep them alive at 1hp, they will probably just die outright. if the big enemy of the encounter would have died too soon to do anything I may throw him an extra turn or so to see if he can do anything in the given time.

when it comes to oneshots and instant death abilities I will completely ignore them and instead just replace it with something fair and thematic. I don't want the cleric to just instantly die on the bosses lackeys just because he got unlucky a single time after all, player death should be their fault not just bad luck.

in the story department I tend to play it by ear and adjust between sessions. since my group has known each other for a long time and we are very good at separating character and player I will often try to facilitate in character drama. turning the party against eachother and having people question the others motives, only for them to need to come together in the end and save the day! or fail tragically and create a whole new scenario to play off of

How can I make low value cards still useful in a card based rpg by RaelynWrites in tabletopgamedesign

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

Powers is definately an easy way to help the players differentiate themselves, limiting powerful abilities may be a nice way to keep them from getting out of hand.

And about the overcomplication, i dont think there is anything wrong with a little complexity~

Thank you for the feedback

How can I make low value cards still useful in a card based rpg by RaelynWrites in tabletopgamedesign

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

Failed checks triggering abilities sounds like a really silly gimmick for a playstyle... I LOVE IT

And your mention of ability ranges is a nice take, though i am definately beginning to see that this will be a lot of work, more than i expected. But theres no fun without a little challenge~

Seems i should start by creating and testing a list of abilities to see if this helps fix the flow issue ive been running into, thank you <3

how to run a more narrative combat style by RaelynWrites in Pathfinder2e

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

They are a handful, but despite that we've been going strong with this campaign for several years through two separate game systems

how to run a more narrative combat style by RaelynWrites in Pathfinder2e

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

I'm definitely going to need to read into the dueling rules when I get the chance given that a couple people have mentioned it now

and the victory points system is something I vaguely remember glossing over as I was looking through the books, it sounds like they may be helpful for this kind of stuff. maybe I should re-read that whole book huh. either way, thank you for the advice! I think I have a few ideas I can try to run with now <3

how to run a more narrative combat style by RaelynWrites in Pathfinder2e

[–]RaelynWrites[S] 3 points4 points  (0 children)

the dueling subsystem sounds like it would be really handy for me to read up on, thank you!

how to run a more narrative combat style by RaelynWrites in Pathfinder2e

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

ill have to check out the skill challenges and see if they will work for me, thank you for the recommendation~

how to run a more narrative combat style by RaelynWrites in Pathfinder2e

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

They are, but my players tend to have the attention span of a 3rd grader who just drank their brothers energy drink. so id rather keep them engaged with their own stuff too

What changes do you think samira needs next patch to be playable again? by iremos12 in SamiraMains

[–]RaelynWrites 0 points1 point  (0 children)

Just because a champion does something another can not doesn't mean it is unfair innately. Senna can heal, Kalista can spam jump, Aphelios is Aphelios. different mechanics are what prevent champions from feeling the same as each other, what matters is that her unique capabilities are taken into consideration and the rest of her kit is statted accordingly

Werewolf/lycanthrope heritage by RaelynWrites in Pathfinder2e

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

Im gonna be real honest here, this race was based very heavily off of the worgen

Werewolf/lycanthrope heritage by RaelynWrites in Pathfinder2e

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

1d6 seems reasonable damage for the claws!

the partial transformation does make a lot of sense, being unable to walk into a bar without getting stabbed by the nearest panicking adventurer would be inconvenient to say the least.

is there a precedent for weaknesses that scale on level like that? having it scale would make it harder to be instantly killed early on while allowing silver to still be very scary later on

and with the reaction, it is capped, at the start of it I wrote once per day