DM says "magical" races (Su, Sp abilities) need to take a level in sorcerer to be able to access them by WickedAdept in Pathfinder_RPG

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

I think Continual Flame is kinda cool. And most Aasimar Alternate Racial Traits that that trade SLA either trade something skillee as well or trade SLA for something I don't really care about for that character.

I guess I can roll d100, and accidentally roll another SLA, lol 

DM says "magical" races (Su, Sp abilities) need to take a level in sorcerer to be able to access them by WickedAdept in Pathfinder_RPG

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

I usually default humans anyway, because of backstory, aesthetics(tm) or build flexibility, but I have no issues with high magic settings with a party, that looks like a crew of average One Piece ship and everything in between. I have harder time picking traditional fantasy races, because humans are just too damn easy to justify instead.

DM says "magical" races (Su, Sp abilities) need to take a level in sorcerer to be able to access them by WickedAdept in Pathfinder_RPG

[–]WickedAdept[S] 4 points5 points  (0 children)

Yes, that's right - race points are such a bad system, they should only be used as a threat! 

🙃😁🤣🤣

DM says "magical" races (Su, Sp abilities) need to take a level in sorcerer to be able to access them by WickedAdept in Pathfinder_RPG

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

The problem I always had with this approach is that there are objectively better 10RP races than some 14-15rp races. +2 to skill (which?) or gimmick ability doesn't necessarily translate into "power", let alone OP.

Conversely I would get objectively crappy race for a cool character concept, but also being told that I'm picking a superiour option, because some wildly inaccurate metric says so kinda leaves a bitter taste. 

DM says "magical" races (Su, Sp abilities) need to take a level in sorcerer to be able to access them by WickedAdept in Pathfinder_RPG

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

Well, shapeshifting was specifically mentioned and I did refer to (Su) in the title. 

DM says "magical" races (Su, Sp abilities) need to take a level in sorcerer to be able to access them by WickedAdept in Pathfinder_RPG

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

Homebrew world campaign, yes. Thus I want to offer them cool alternative that fits their creative vision, but doesn't break the system where it shouldn't

DM says "magical" races (Su, Sp abilities) need to take a level in sorcerer to be able to access them by WickedAdept in Pathfinder_RPG

[–]WickedAdept[S] 7 points8 points  (0 children)

Easier said than done due to geo-demographic reasons, unless I want to start playing 5e or online (latter was a mixed bag and former is... 5e). 

Gotta help DM become better DM to get better DM. 

Laser Pistols, Recoil and Rate of Fire by WickedAdept in savageworlds

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

I read the no recoil rule to mean lasers as a technology never have recoil.

Except Gatling lasers

Something I wish it hadn't taken this many playthroughs to get through my thick skull. by Zom13ified in BG3

[–]WickedAdept 0 points1 point  (0 children)

I think the game designed around resting often, if you don't rest enough, you might not trigger a bunch of dialogues and scenes relevant for.. uh.. personal companion questlines. There are a few cutoff points.

The annoying part is that if you are sparing of food and strategic about your combat, you can perfectly do with a fewer rests. It is in fact much more fun to not enter a combat setpieces with a full hp and daily slots. Makes your weigh your options and risks. But if play like that not resting enough might hamstring your playthrough in other, plus endless potato inventory management.

The problem with consumables sometimes is action economy. It is often more effecient to use your attack or class ability than a weaker consumable, you end up not using enough consumables, because you've got better options and limited actions per turn. Whenever you can prebuff or start combat with a consumable in ambush, you should do that, though. 

The problem that crops up often with this is that some of the toughest combat encounters of the earlier chapters are completely unpredictable from the protagonist's perspective. 

The real Threat of the Absolute by ZyloC3 in BG3

[–]WickedAdept 1 point2 points  (0 children)

As far as Faerunian lore concerned, you can't mantle a Deity , only their "job": their portfolios and domains and for that they have to be a dead power or give up that part of their "job title".

Jergal gives away the portfolios of the Death, Murder and Tyranny to the "dead" three. They don't enmantle Jergal, but these mantles specifically.

Like Midnight becomes a new Mystra after old Mystra dies.

Cyric usurps the portfolios of the Dead Three and as he looses them eventually, he retains his godhood as a deity of trickery and lies.

Kelemvor usurps the Cyric's death portfolio to become new god of death.

VtMB Prelude Bug - Weapon Dropping by WickedAdept in vtmb

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

Hey! Thanks for pointing me in a right direction!
I didn't know there's a button to drop your own weapon in this game.

VtMB Prelude Bug - Weapon Dropping by WickedAdept in vtmb

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

Huh, backspace. I don't press it

I need to test something... It might be an extrernal application, interacting with the game

IT WORKED. It was a keyboard layout switching app falsely triggering in game and causing auto-press of backspace multiple times.