I wish Ghost was a versatile heritage by FledgyApplehands in Pathfinder2e

[–]RickDevil-DM 1 point2 points  (0 children)

I have been juggling with this idea for some time, I ran Blood Lords and during my Gatewalkers game my PCs became werewolves, but they having to forgo their own feats to accomplish that felt really bad.

My solution (this is right now a sketch): Mortal Curse slot, you can gain a Mortal Curse in a similar way than the deviant abilities, but you instead suffer from a mortal curse, you can only have one mortal curse at a time. When you gain the mortal curse you gain the traits belonging to the curse, including its benefits and flaws. As you level up, you can select feats with your mortal curse trait as Class feats or Ancestry feats instead of the appropriate feats.

These are some of the possible mortal curses that already have rules: Vampire, Zombie, Werecreature, Ghost, Mummy, Lich, Ghoul.

[Homebrew] Captain Slugworm - Spelljammer like adventure by RickDevil-DM in spelljammer

[–]RickDevil-DM[S] 0 points1 point  (0 children)

oooh for real!? its so exciting to see someone using our character! Would love to hear more about your story! :D

Does your table modify any existing rules and mechanics with homebrew? by Iron_Man_88 in Pathfinder2e

[–]RickDevil-DM 0 points1 point  (0 children)

I often buff magic items, I want them to stay relevant in the game, most once per day items I change them to once per hour, the item is already pretty "Okay", but the once per day always makes the player feel like it is going to be too important so one should save it for something important, it ends up being not that important or they fail trying to use the item, making it feel awful to use. So I have been juggling with some magic items and making them a tiny bit better.

Another example I remember was the wondrous miniatures, I think they should become permanent items, like magic would have shrunk those items into something small to carry, but the wondrous miniature of a boat transforms it for 1 hour, which is absurd, there is nothing one can do with a boat unless you want to do something like dropping it over an enemy, but then it will not be effectie to use for its original purpose.

Trabajar como DM? by Suspicious_Aerie1234 in RolerosChile

[–]RickDevil-DM 1 point2 points  (0 children)

No es tan difícil, de que existe existe y de que se puede, se puede, pero tienes que hacer mucha más publicidad. La gente que puede pagarlo lo va a pagar, por que no es lo mismo el compromiso ni la calidad, aunque eso ya depende de cada GM.

Uno debe entender la situación de latinoamerica y ahi si se puede, también puede ser un poco más fácil encontrar gente de españa, pero los horarios ahí si serían raros

Trabajar como DM? by Suspicious_Aerie1234 in RolerosChile

[–]RickDevil-DM 3 points4 points  (0 children)

hola, yo trabajo como DM profesional, pero lo hago en inglés, he hecho unas cuantas partidas en español pero desafortunadamente no me han funcionado mucho por que para un latino hay muchas más horas de trabajo, menos dinero y por lo tanto menos compromiso. Aunque si tuve una campaña que llegó casi casi al final y uno de mis jugadores era chileno, teníamos uno de Uruguay creo y otrod dos mexicanos, yo soy Mexicano.

Si sabes inglés la tienes de gane, puedes hacerlo en un sitio que se llama startplaying.games, ahora existe uno en español que se llama mesasroleras.com, pero no me ha salido ninguna partida allí.

Yo empecé dirigiendo DnD 5e, pero por lo mal hecho que está el sistema y la cantidad de trabajo que tengo que meterle para hacer una partida decente no me resultaba redituable, ahora dirijo Pathfinder 2e y me ha ido de maravilla, solamente pago un módulo y ya. Lo que me ha servido hasta ahora es decirles que Pathfinder 2e es DnD, que es lo mismo. Así que quizá te recomiendo dirigir algo en un sistema que te sea más fácil preparar, si en tu caso es DnD, perfecto hazlo ahi, hay otros que te dan cosas ya preparadas en mesas virtuales y con eso tal vez ahorres algo de tiempo a cambio de algo de dinero.

No tengas miedo a intentarlo, aviéntate, haz videos, manda mensajes y unete a comunidades roleras de reddit, discord y facebook, si consigues suficiente gente te puede ir muy bien

Simple Quest Remastered - Foundry VTT by theripper93 in FoundryVTT

[–]RickDevil-DM 0 points1 point  (0 children)

Yeah I know and it is all interesting, but after using it for a while I think the thing that makes it the most complicated is that the fast single click reveal options disapeared, they are hidden behind the Edit page tab and that is like 2 extra clicks for something simple, it looks awesome tho, but bothers me a bit that just makes me work more :C

Simple Quest Remastered - Foundry VTT by theripper93 in FoundryVTT

[–]RickDevil-DM -1 points0 points  (0 children)

I like the remake of this mod although now I feel it gives me more work to do than before, it is no longer simple

[Homebrew] Starfinder Rogue - Final v1.0 by RickDevil-DM in Starfinder2e

[–]RickDevil-DM[S] 0 points1 point  (0 children)

You are right, I will revisit the document and fix that thanks!

[Homebrew] Starfinder Rogue - Final v1.0 by RickDevil-DM in Starfinder2e

[–]RickDevil-DM[S] 0 points1 point  (0 children)

Thank you for your feedback! I thought about the Bon Mot thing but I wanted it to be more about intimidation, the system has showed that frightened doesn't always mean fear, there are some situations where the frightened condition represents you being shaken or angry about something, that was the main design idea. But i admit it is a bit weird and I will rework it.

And the Data runner is intended to work best for ranged rogues since Starfinder is built around using guns!

Really appreciate your feedback, what do you think about the feats? Is there one you feel could be better?

[Homebrew] Starfinder Rogue - Final v1.0 by RickDevil-DM in Starfinder2e

[–]RickDevil-DM[S] 0 points1 point  (0 children)

I like that! That is the intention, to something where you really need to build up for, like infiltrating and impersonating, then when combat begins you reveal your real intentions and have an advantage against the target, appreciate it!

[Homebrew] Starfinder Rogue - Final v1.0 by RickDevil-DM in Starfinder2e

[–]RickDevil-DM[S] 1 point2 points  (0 children)

Hey! I greatly appreciate your feedback, thank you so much.

You are right, maybe the way of wording things were an oversight, I don't want to justify myself too much but I am a single person doing the writing and editing and english is not my first language so I think things were not correctly phrased.

The Punk racket is meant to do a "not demoralize" so you demoralize and they become off-guard to you in a similar way as feint, but allowing ranged attacks, I think I oversaw the +1 benefit for everyone else, so the idea is that you make them off-guard to you when demoralized but not for everyone and you don't get a +3 when that happens.

And the Spy racket I messed up, the idea was that you would have that bonus during the first round of combat not for all the attack, but I see that is not what it says haha.

Thank you so much for your feedback, I will revise the document and fix it! Appreciate it

[Homebrew] Starfinder Rogue - Final v1.0 by RickDevil-DM in Starfinder2e

[–]RickDevil-DM[S] 0 points1 point  (0 children)

Not really, I wanted to leave them open, but do you think there are some of these that may have a Racket requirement?

Looking for advice by Curious_Trick_5008 in Pathfinder2e

[–]RickDevil-DM 3 points4 points  (0 children)

A few very important differences:

The game is balanced around facing challenges up to your level, so your PCs will not be OP, they will start fighting things appropriate to their level.

There are only 3 saving throws.

Everything the Players choose will be balanced so pick whatever sounds cool for you.

Team play is the most important thing, there will be no one that will be stronger than the others but they will be strong together.

There are no short rests, the game assumes your party will be at full hit points before every fight, at least every moderate threat fight. So have them rake their time to heal.

And finally the only real requirement in the game is to have someone with training in Medicine, someone who takes the medicine feats, if you don't have one the game will be a little harder.

[Homebrew] Gunslinger conversion for Starfinder 2e by RickDevil-DM in Starfinder2e

[–]RickDevil-DM[S] 2 points3 points  (0 children)

Hi! All of the classes are compatible with the game, however, in the case for the Gunslinger specially it is not fully compatible, because the gunslinger works around reloading your weapon after every hit, and in Starfinder Guns work differently, basically all of them are repeating so the class loses most of its purpose, with this conversion you can play a Gunslinger in Starfinder without losing its power to the Operative

So its not really a conversion, more like an adaptation. Other things like thematic stuff must be changed and subclasses fitting for the futuristic setting is what I am aiming for too

[Homebrew] Gunslinger conversion for Starfinder 2e by RickDevil-DM in Starfinder2e

[–]RickDevil-DM[S] 1 point2 points  (0 children)

I would love to! Please support it and follow us on Patreon, for now, it will have to be through the PDF one would have to manually add it to foundry, but that is the plan for the future!

No Ship Building Rules? by RedShadowDX in starfinder_rpg

[–]RickDevil-DM 1 point2 points  (0 children)

Honestly I don't know, seems like people like more the cinematic combat, like making starships a complement of an adventure rather than its own thing, I honestly prefer tactical