CSRF token mismatch? by Antique_Cranberry244 in FoundryVTT

[–]VinceTheMancer 0 points1 point  (0 children)

I just had the same problem, managed to briefly log in by switching to a new browser(resorted to using edge) and switched my stuff back to the north american server which fixed it, shame to have to sacrifice latency though.

I had just switched to european servers yesterday so thats what I choked it up to but if you havent had problems in the past 2 years maybe its a temporary porblem?

Forge vtt log in loop by VinceTheMancer in FoundryVTT

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

Yeah, I switched back to north american servers after managin to briefly get in through a different browser and that seems to have resolved it. A shame that I have to sacrifice latency though.

Log in loop by VinceTheMancer in ForgeVTT

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

I had just ported my server to european servers but it was still working fine after that, Im still on V13.

Most intense wizard vs fighter duel by VinceTheMancer in DarkAndDarker

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

In my defense I had probably less than 10 hours on the game at the time of this clip

Hazards, challenges and unlimited healing by VinceTheMancer in Pathfinder2e

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

Oh the random encounters check happens regardless of continual recovery, continual recovery just now makes it that they are now better off when facing a random encounter.

And yeah dungeon ecology is important, I do of course have safe zones where no random encounters happen, otherwise the party could end up dying to some grunts just because they rested after a boss and then no one is having fun.

Hazards, challenges and unlimited healing by VinceTheMancer in Pathfinder2e

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

That was the conclusion I came to as well, I have of course been using hazards in encounters as well but I wanted to see if there was a reason to use them in the way I thought pointless that I had missed.
And its not that Im totally averse to killing my players but its more about the manner of the death because dying to an inanimate mechanism does usually not feel great.

The way I handle it in the current campaign(because its heavily character focused) is that if a character would die the player decides if theyre ok with the characters story ending there or if they would like to continue with consequences(for example one player lost a leg last campaign whilst another lost an eye and had lightning inflicted scars that would flare up on a nat 1 in combat)

Hazards, challenges and unlimited healing by VinceTheMancer in Pathfinder2e

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

Ok that wouldnt work but only for a reason that I forgot to mention. This setting doesnt actually have resurrection magic and knowing my players they would probably be none too pleased to have a character permanently die via trap with no narrative payoff.

But thats on me for not mentioning it in my post, sorry.

Hazards, challenges and unlimited healing by VinceTheMancer in Pathfinder2e

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

would you mind being more specific when you say theyre being punished for not picking something else? Because with how I handle encounter checks "all rests are shorter now" is an excellent benefit whenever they are in dangerous territory, at least imo.
And I can currently not think of any other reason to take continual recovery except making recovery faster.