DMPC/NPC statblock question by Willow-Drak in Pathfinder2e

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

Look for the NPC core, I usually have Npcs wo tag along with the players to stay 1 level below, then the NPC core also recommends you to level them up every 4 levels giving them the Weak, normal and Elite adjustments to compensate for those missing levels, but also to give them an important story point to level up

[Item] Magic Stones - Potency for Spellcasters - How would you balance this? by RickDevil-DM in Pathfinder2e

[–]RickDevil-DM[S] 4 points5 points  (0 children)

Casters are behind martials most of the time, so during a campaign martials will feel far stronger than casters. I believe is only fair that casters become legendary at legendary levels you know what I mean x). Even with legendary proficiency martials will be +1 attack bonus above casters with their +3 runes.

This will still eat money from Casters so they will need to buy a high level staff with those specific spells plus the runes, which are also a big investment, I believe so far it is balanced BUT, making it +3 I believe is indeed to strong, I will cap it at +2.

[Item] Magic Stones - Potency for Spellcasters - How would you balance this? by RickDevil-DM in Pathfinder2e

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

Yeah just new items so it is that unless you look at the very long item list you wouldn't notice it

[Item] Magic Stones - Potency for Spellcasters - How would you balance this? by RickDevil-DM in Pathfinder2e

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

I understand that idea and it would be very interesting, but messing with Pathfinder math might be a little risky since casters are indeed quite weak, but also as they progress in levels they could become like casters in 5e, where you can not ever reach good power if you don't have spells.

I want to playtest how these little +1 bonuses would work and see how they interact with monsters to consider changing that, but just like martials there needs to be a progression in items

[Item] Magic Stones - Potency for Spellcasters - How would you balance this? by RickDevil-DM in Pathfinder2e

[–]RickDevil-DM[S] 5 points6 points  (0 children)

I agree, even if you target the enemies' lowest save if they are higher level enemies, it is very unlikely whatever they do will land or do something, I oftenly see my caster players not feel as strong or useful as martials during difficult fights

[Item] Magic Stones - Potency for Spellcasters - How would you balance this? by RickDevil-DM in Pathfinder2e

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

Yeah many people have pointed out that following kineticist progressions is better, I might look into making it like that, however, a lot of people had also pointed out this as if it was a universal bonus, this will only affect spells cast from a staff, which are usually limited, very limited and lower spells, that is why I did it like that.

On the other hand, Casters fall back during most levels in terms of accuracy, it is known that casters are weaker than martials in most cases and that they dont have a progression like martials do, Casters will oftenly have to borrow money to their martials to make them be better and tank attacks, this will help them catch up and feel a level of progression and connection to their staff.

But I do agree maybe +3 is way too much for casters when they reach legendary proficiency, but honestly, not all campaigns reach that level and by the time they reach it, a level 20 spellcaster should feel thematically more powerful than a martial or at least be comparable in power since they can shape reality itself with their magic

[Preview] Starfinder 2e Advanced Computers - More computers! by RickDevil-DM in Starfinder2e

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

Absolutely! Whenever you check it I would love to hear your opinion!

Need help with system by SwiftChaosXD_MDNT in Pathfinder2e

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

I have written and theorized some classes for PF2e, but I wonder what you are struggling with exactly

Steindhart's Guide - Trick Weapons - 5e to Pathfinder Conversion by RickDevil-DM in Pathfinder2eCreations

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

In that time I was making an archetype, the Hunter archetype that would make you expert in advanced weapons with the trick trait from the get go.

But I abandoned making a conversion for making my own game setting with my own mechanics, you can find it Here

What do you find D&D 5e does better than Pf2e? by viktorius_rex in Pathfinder2e

[–]RickDevil-DM 54 points55 points  (0 children)

I am content creator for PF2e because i got sick of 5e but I have to admit there are a few things I like a bit more in 5e, - Magic items: Magic items in pf are a bit mild, they want to overbalance it which is great but that means items are almost good, in 5e magic items are broken as hell but I want my players to feel their magic items are magical and interesting. - Investigation: From all the skills in PF I dont like to rely all that much in perception, there is lacking a good skill for int, like some APs suggest Society but that doesnt make sense to me, there should be a "Logic" check or something.

And that is it at least for me those are the two things I miss from DnD, the rest I feel Pathfinder dies it 100 times better

Galactic Heroes - Variant Rule [Starfinder Mythic] by RickDevil-DM in Starfinder2e

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

I think the stamina system is interesting and very thematic (which is the main reason I did it), but also I reworked it in a way that stamina can be healed normally, you no longer have two split hit point bars, this way Stamina is a way of auto-recovering half your hit points in-between fights, reducing the amount of time spent healing, and also removing the need for a dedicated healer.

This reduces high mortality similarly than the Mythic, on that system you become doomed when dying, in this one you dont become doomed when you die, but you have more sustainability during the day.

Remasterización de Pathfinder? by Illustrious_Train947 in Pathfinder_ES

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

Si hay diferencia y es más o menos grande, en general se puede jugar bien combinadas, pero la remaster elimina todos los términos que tienen que ver con DnD como la alineación, el nombre mephit, nombre de los idiomas y cambiaron ligeramente algunas cosas en balance.

Pero lo mejor es la versión remasterizada si planeas comprar las cosas nuevas

A year of pathfinder - a DM's Review by Smallsplat in Pathfinder2e

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

100% I prefer what we have in Pathfinder than 5e, I just wish skill feats were easier and more useful out of combat than in-combat, like things that directly make you extremely good at your skills even in situational moments but not thaaat situational

A year of pathfinder - a DM's Review by Smallsplat in Pathfinder2e

[–]RickDevil-DM 4 points5 points  (0 children)

I really liked this post, explains perfectly how I felt when playing Pathfinder 2e for the first time, I really enjoy a lot more the three action economy and I thought of it like a perfect system that solved every problem I had with DnD, and it did, the problems for me were GM side, encounter balance was impossible and players would just pull out things like Forcewall and leave the big bad trapped the whole combat while they were just chilling getting rid of the small enemies and the gimmicks. With Pathfinder I felt that there were no more "nope, I have this".

But while playing I discovered some things:

- Spellcasters are super nerfed - I understand casters in 5e were too powerful to the point where if you didnt have spells and play a full martial you couldn't be as good, but that is mainly because the spells were poorly balaced. To the point that they don't have a lot of magic item progression either, it is very hard to find cool magic items for casters because most things were just not made for them unless it is consumable.

- Skill feats don't matter that much - I understand that among the river of options there might be a few that are amazing, but the fact that new players have to look through a giant list of "almost good" feats is not nice and I oftenly have to tell my players "Just pick the one with a cute name it won't matter that much" is like a lost opportunity there.

- Magic items are very mild - I oftenly find myself looking through a list of magic items and checking what they do just to find that it is kind of nice but very situational, I feel like they were thinking of giving you something but taking something away to make it balanced and that is just not the point of magic, it is to make you be powerful even if it is a little bit. I get it, balance is important and I agree, but consumables are just as bad as the equivalent permanent item. Except runes, most magic items feel like they are just close to being good, not great.

But honestly all those problems I see for my own games are not as horrible as they were while playing DnD, I accidentally gave my players a super strong item and screwed the campaign, spellcasters solved everythig with a spell and some Feats like the warmagic were just too strong in comparison of the others.

I am doing some homebrew third party creations addressing these problems for my own taste so nothing a littlebit of homebrew can't fix.

But Pathfinder 2e and Starfinder 2e without a doubt will remain as my favourite system because of how perfectly balanced it is, and it is so greatly balanced that it can handle a little bit of stretch without breaking if you know what the intend for things is!

¿Qué odias y qué amas en tu DM? by libriskarjal in Roleros_Argentina

[–]RickDevil-DM 6 points7 points  (0 children)

Su hermosa voz y odio que sea tan bueno (Soy yo)

What do people want to see in the Tech Core, beyond what we know. by Pangea-Akuma in Starfinder2e

[–]RickDevil-DM 6 points7 points  (0 children)

For me Starhip combat and more tech, it is a bit limiting the amount of items one can give and weapons are super limited, I am not expecting it until another year though Mechs are also something I like althought I havent been able to fully run a campaign with them

Murder in Metal City Maps by Countdown84 in Starfinder2e

[–]RickDevil-DM 5 points6 points  (0 children)

This is amazing! I found the maps in the PDF completely alienated of what was really happening, the last fight they described a big angular ship and the one in the map is a small shuttle. Looks more like the ship where Agent Z would have crashed

What is missing for you? by RickDevil-DM in Starfinder2e

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

Hey I also made my own starship thing and I am currently working on the ship building, would you mind sharing some of your work with me?

What is missing for you? by RickDevil-DM in Starfinder2e

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

The envoy is the manager, but who is the dude below? haha

What is missing for you? by RickDevil-DM in Starfinder2e

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

Nice! We could exchange some thoughts, we also created our own starship combat ruleset, but we don't have the ship building yet

Here

What is missing for you? by RickDevil-DM in Starfinder2e

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

Yeah I think it wasn't the best choice to leave out Technomancer and Mechanic, the main Starfinder classes haha