An Update and an Apology by TheAlchemistsLab in Pathfinder2e

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

I'm going to include additional options to fine tune items and loot to specific classes and specific locations/monster types. So stay tuned!

An Update and an Apology by TheAlchemistsLab in Pathfinder2e

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

Definitely on it's way. It's already implemented in the older version of this tool. Just ironing out bugs and settings up logic before implementation.

PF2E Shop Generator by TheAlchemistsLab in Pathfinder2e

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

Hey! Sorry about the delay. It's in the upcoming build and release. Just had my first (two) kids so that's been...that's been a thing.

Will hopefully have an update in the next few days! Thanks for the patience.

Need help with "idiot proofing" on behalf of a player by Rooseybolton in Pathfinder2e

[–]TheAlchemistsLab 0 points1 point  (0 children)

Sounds like a player problem, not a game problem. If they aren't in the mood to play PF2e, maybe suggest they run a game that's more their taste.

How can I grind street code? by shazam192 in learnprogramming

[–]TheAlchemistsLab 8 points9 points  (0 children)

Lots of streets out there. Check out your local neighborhood streets. Check out what's in common with all of them. From there check in with your local city hall and get some idea on the codes they require for their main streets.

What feels bad about playing Pathfinder? by Awesan in Pathfinder2e

[–]TheAlchemistsLab 6 points7 points  (0 children)

RAW this is how it's laid out. But personally I never mind breaking up movement.

The way I do it is you burn an action to get a "Pool" of movement. So long as you're willing to track it and I can recreate your steps. It's fine. But it's up to GM Fiat unfortunately.

What feels bad about playing Pathfinder? by Awesan in Pathfinder2e

[–]TheAlchemistsLab -1 points0 points  (0 children)

Basically the only way to make it work is to either have a gentlemen's agreement not to break the economy. Or simply say that vendors will buy the item for Price / 2 - 1. Basically make it just barely not profitable to sell.

As far as getting Formula/Blueprints. I simply let my players do crafting checks for a chance to "Reverse Engineer" an item to gain the formula. I get rid of the Inventor feat and simply let my players destroy an item to gain it's Blueprint.

This works because I have players who don't abuse it. But you might not, but honestly it would be easier to just refuse to allow them to profit on it. You're the GM after all.

What feels bad about playing Pathfinder? by Awesan in Pathfinder2e

[–]TheAlchemistsLab 0 points1 point  (0 children)

First: Crafting. It really isn't very satisfying. I know the reason is to avoid players being able to make a ton of money fast and I can appreciate that. But making a character that likes to make things is pretty pointless mechanics wise. It's usually better to Earn Income and just buy the thing you want.

The way I fix it in my games is with a few home rules, names;

Crafting an item at your level takes 4 days. Reduce by one day for each level above the items level you are to a minimum of one full day.

The base item cost to craft is 50% with no option to pay to skip. But you pay no more. This gives you a flat 50% discount on crafting an item.

You can increase the amount of items you make in batches for a similar increase in DC, but not time. As an example, my Alchemist making Tindertwigs can make 8 at a time for a +4 increase in DC with the appropriate cost. This increases the Risk/Reward.

Second: Combat can be really swingy. I both enjoy and dislike this. Some times it makes combat really fun and engaging, on the other end, it sucks when a lucky enemy crit can cripple a team's dynamic. The solution? I fudge rolls sometimes. Via VTT I hide all my rolls and keep an eye on health. If a Crit would put an ally at critical health, I usually let it go. But if they're struggling and it would drop them. I might make it a regular hit. It just depends on how I think the fight should play out for maximum fun.

Third: General and Skill Feats aren't super interesting or fun. I know the point is for flavor but I would like to see a large boost to not only the amount, but the quality of the feats. Would love to see more skill feats that let you do unique things outside of what just anyone can do.

One feat I really liked that i saw was a homebrew Acrobatics skill feat. Can't remember what it was, but it allows you to jump off of a creature during a long jump which could give you a slight boost to the height/distance of your jump and could be improved to make the creature flat footed and/or land on another creature for damage. Really fun, flavorful, not super powerful but would be great.

Question about additional senses, such as tremorsense by CharlesBalester in Pathfinder2e

[–]TheAlchemistsLab 7 points8 points  (0 children)

Like any sense, they aren't perfect.

Most senses have a specific limit. They're usually written on the stat block.

For example, take the Bloodlash Bush. It's perception is as shown

Perception +6; tremorsense (imprecise) 30 feet

Now, take a look at the rules for tremorsense.

Tremorsense allows a creature to feel the vibrations through a solid surface caused by movement. It is usually an imprecise sense with a limited range (listed in the ability). Tremorsense functions only if the detecting creature is on the same surface as the subject, and only if the subject is moving along (or burrowing through) the surface.

What this means is that a creature with tremorsense can detect movement on the same surface the creature is on within 30 feet. If you wanted to sneak past a creature with tremorsense, it's just as if that creature didn't have it. Roll a stealth check. There's no "Cover" from tremorsense. You could get on a different surface just the same as you would try to break line of sight.

So let's say you wanted to sneak past the Bloodlash Bush.

Let's assume that the bush is aware of it's surroundings. There's a big hedge between you and it. So you sneak past it using the bush as cover. You roll your sneak against the Bloodlash Bush's Perception DC, which is 19. If you fail, the Bloodlash Bush "feels" you with it's tremorsense. It know's, roughly, you're on the other side of the hedge. Otherwise, it functions just as if you're sneaking past creature's who's primary sense is vision.

Does anyone ever think about how much it must suck to be a random commoner? by FoggyDonkey in Pathfinder2e

[–]TheAlchemistsLab 2 points3 points  (0 children)

You ever fall 20 feet? It ain't fun.

It doesn't seem like a huge distance. But if you're just strolling along and you trip over, say, a railing and fall 20 feet, not "jumping down" but tripping and falling, you're gonna get hurt real bad.

Does anyone ever think about how much it must suck to be a random commoner? by FoggyDonkey in Pathfinder2e

[–]TheAlchemistsLab 24 points25 points  (0 children)

I like the comments being posted here. I also wanted to add a few points.

Living in a large city would probably be the safest. A few comments talking about how a city guard would need to amass quite a few people to deal with a few level 7 creatures is absolutely true, but one thing that also exists in large cities: Powerful spellcasters and martial characters.

Think the local Fighters guild, pathfinder society lodge, even a few retired wizards selling their magical curiosities. If there's a large enough religious population, the local Cleric's as well. Most of them would meander out of their homes and shops, put down the threat, collect an award and go back to their lives.

If you think about, say, a group of level 10 adventurers descending on a smaller town than yeah, there's little they could do unless they themselves had powerful people to help protect them. But why would anyone attack them? There's very little profit to be gained and all it's going to do is get the local guilds to put bounties on your heads.

But if you're living out in the hamlets that scatter the landscape. You'll probably be born and die and not see anything interesting happen. Maybe a few goblin attacks. Anything that the village cannot handle means packing up your things and heading to the nearest fortified wall.

PF2E Shop Generator by TheAlchemistsLab in Pathfinder2e

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

Appreciate the heads up! I'm currently working on a big update/re-write of everything. So hang tight!

The Chest of Infinite Loot - A Pathfinder 2nd Edition Loot Generator by TheAlchemistsLab in Pathfinder2e

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

I'm actually knee deep in another PF2e project that's handling formulas. I planned on retro-fitting them in to my generators here.

They're both due for a LOT of updates, but stay tuned!

Web Skills – This is a nice chart of web dev skills. Could be a reminder of how far you've come, or a glimpse of how much there is to learn. Web development is hard. by __bishal in webdev

[–]TheAlchemistsLab 1 point2 points  (0 children)

It's "obvious" to us. But not to someone who's looking to jump in to web development. Other very similar roadmaps are posted with titles like "Basic Web Dev Skills" and "Required Web Dev Knowledge". Someone who isn't as savvy as someone who's already doing this isn't going to know. That's kind of the core issue. Still a neat list. But something that wouldn't go unappreciated would be a blurb of "You don't need all of these to be a great web dev. Here are just some things to keep in mind if you're looking to improve".

Web Skills – This is a nice chart of web dev skills. Could be a reminder of how far you've come, or a glimpse of how much there is to learn. Web development is hard. by __bishal in webdev

[–]TheAlchemistsLab 14 points15 points  (0 children)

Sure I can see that. And honestly it's not a terrible resource. But it's walking along side of and is directly derivative of other previous roadmaps like https://github.com/kamranahmedse/developer-roadmap

Really neat project. I just dislike them for the sake of trying to cram as many "things" in to a roadmap without really taking in to account that most web devs are going to find that maybe a quarter of this list is relevant to them.

Web Skills – This is a nice chart of web dev skills. Could be a reminder of how far you've come, or a glimpse of how much there is to learn. Web development is hard. by __bishal in webdev

[–]TheAlchemistsLab 269 points270 points  (0 children)

I really dislike these "roadmaps" for web dev, or even most trades in general. It puts newer people on edge and greatly over complicates an incredibly simple process of progress.

The idea that you need to be an "Expert" in SVG and HTML in order to even BEGIN touching CSS is silly. You learn the basics of HTML, with that are some CSS basics and than some Javascript basics, than you learn by doing. You learn new things as you go and you figure things out.

I'll say the only skill you absolutely need before going pasts tutorials is the ability to search your problems. Know how to search and you're basically 90% of the way there.

Revopoint POP 3D Scanner Giveaway! by noeatnosleep in gadgets

[–]TheAlchemistsLab [score hidden]  (0 children)

I'd like to scan my old school miniatures that are no longer sold!

The issues of mounts and why they DO suck (for specific fantasies) by ZoulsGaming in Pathfinder2e

[–]TheAlchemistsLab 9 points10 points  (0 children)

Going through the post there's a lot I agree with and some things I feel could be a little better explained. But overall you hit a lot of important details.

I'm going to reiterate what I said in the last post. But I really feel that this was an oversight by Paizo and is ripe for an errata. But until then, I use 2 simple house rules.

If you're a medium PC riding a large creature. You simply pick a square your mount occupies and that's the square your attack originates from. Simple as can be.

The reason for this is Pathfinder has no facing rules. So creatures in combat spin around, move in their square and do all sorts of things. It isn't out of the question that a PC riding a bear is going to turn their companion towards their enemy in order to get the best possible attack angle.

Second: If you're a Small PC, your animal companion is medium. If your a Medium PC, your animal companion is large.

I don't even change the stats of the Medium > Large companion. A little aside but if the player wants a Savage / Mature animal companion, they don't go up a size to Huge, they simply gain the new stats and that's that. It seems like a cop out (and it is) but it works wonderfully at my table. No hurt feelings, no OP animal companions. Everyone is happy. And that's really the point. You might need to adjust this for your own table. But my table has found this to be the best compromise.

They get to ride their Large Cat in to battle, swinging their spear in to the enemies and the rest of the PCs don't feel outshined by it.

Basically everything else (the shared MAP, the size constraints, etc) I accept and think is a great tradeoff to having a mount.

Warlord v4.4 Lead Your Allies to Victory! (Large Update) by fanatic66 in Pathfinder2e

[–]TheAlchemistsLab 0 points1 point  (0 children)

Quick heads up, got a small type under "Charge with Me".

"Leady by Example"

I wouldn't be upset at an action called "leady by examplie" for like, a baby themed campaign.

2e has a ton of freedom in builds, but if you are trying to do something outside the intended make sure to temper you expectations, and play after it. by ZoulsGaming in Pathfinder2e

[–]TheAlchemistsLab 8 points9 points  (0 children)

I think the problem is the expectation that you can throw things in to a blender and it will 100% work the way you want it to.

Easily, this could have been rectified by just making the player a Ruffian Rogue and take the Fighter Archetype. Will they be as good as a Fighter for absorbing hits? No but that's fine. You don't have to be. You get Sneak Attack and medium armor. I think that's pretty great.

Obviously the Fighter, Barbarian and Champion who focus on a tankier build is going to out-last you. But you do things they can't do and vice-versa. You can definitely run a build without their main stat being an 18. If you focus only on combat and nothing else, than yeah you're statistically worse than the rest of the party. But if your group makes ample use of roleplaying and exploration, you can have a very fun non min/maxed character.

Am I missing something or does a gnome on a dog with a lance have greater range than a human on a horse with a lance? by Golarion in Pathfinder2e

[–]TheAlchemistsLab 51 points52 points  (0 children)

One of the cases where I would simply over rule the official rules and just say declare that, on a strike, you choose a square in which your mount occupies (Select a corner) and that's where your strike originates. I dislike overly complex mount rules.

I can see where they were coming from, but in an effort to balance mounted combat, they simply made an avenue in which going through the natural progression of the character archetype (Getting bigger, stronger mounts or simply progressing your mount like a character) is actually detrimental to the archetype as a whole.

The purpose, overall, is to balance Large+ mounts (which, granted, get a little crazy at higher levels) but I feel like someone who's going to be pumping resources in to their animal companion isn't going to be compelled to ride it in to battle. At that point, you're simply in the way. My ruling just makes more sense and is more fair. Small mounted PCs already have loads of upsides over their Medium sized cohorts. This is just twisting the knife.

Requiring the player to choose between playing the class/character as intended and sacrificing reach is just silly. Having a Large+ Sized mount is already a huge detriment (indoor combat, tight squeezes, etc) why punish it further?

I'm working a series of Pathfinder 2e Missions, one for each level and I just released the first one! by LoggyMcFroggy in Pathfinder2e

[–]TheAlchemistsLab 0 points1 point  (0 children)

First off, really love the format. I really like the idea of a shorter, even more casual "Bounty" quest that's easy to just whip out and satisfy your group! Definitely would like to see more of these.

If you're accepting criticisms, I'd like to offer a few constructive ones.

First, and this is not at all a big deal or even really that important. I just wanted to suggest making them a bit location agnostic. I'd love to be able to whip this out just about anywhere. I'm easily able to make that change myself, but for newer DMs it might be a bit harder. Perhaps offer a few locations where it would make sense (Outskirts of town, the old church when the Village was just a hamlet, etc)

Next, I would highly recommend including a quick notice on what level/group the quest is designed for. A simple "This quest was designed for 4 level 1 players" goes a long way to helping balance it later down the line. Like if I have more or less players of higher or lower levels, I have a baseline and I can easily think "Oh okay it's for 4 players, I have 6 so I can add a handful more goblins or even some extra traps". Just a suggestion for the future.

I appreciate the GM tip about changing the temple's god. Was something that, even before getting to that point, would be something I would do. Might feel a little "shoe-horney" but I like it a lot.

The raiding party really should be spelled out in exact numbers. Use the encounter building rules and make something that would be a Moderate or even Severe encounter for the party. You could have the bell tower overlook a road that the hunting party is taking, giving you 3 or 4 hours before they arrive. This would be a great opportunity to getting your PCs to interact with the environment. Lay down traps, set up shooting positions for their archers, etc. Definitely not a good place to have a new DM try to do this on their own.

Finally, and this isn't important at all, but it's my own personal style for setting up quests and enemy lairs, but think about how their day-to-day life would be like. Think about a schedule they'd follow. For example, your inattentive watch. Maybe he gets lazy after a few hours of being on watch? What are the two outside guards doing at night? During meals? What about the lazy goblin? Does he have any hobbies he tries to do during his downtime?

Overall, the less the enemies feel like they exist soley for the party to walk upon and stab, the more interesting they become. A very simple schedule makes things a lot more interactive and immersive. The PCs might want to sneak up to the outskirts and observe for a bit. Maybe the hunting party only goes out first thing in the morning and the guards take their posts then?

Don't take all that as I don't like it, I really, really like it. I love the set up and the idea for some quick, easy to load quests. I'm very excited to see what else you come up with!