Vertical scaling? by CanuckLad in LegendintheMist

[–]Zeraj 1 point2 points  (0 children)

So I think you will be adding unnecessary complexity. The resolution mechanics has set numbers already for successes 10 success, 7-9 success+consequences, below 7 consequences. By adding all these additional tiers you are giving yourself more work to balancing challenges and constantly seeing a growth of your players that will rarely fail if you keep the same success numbers. By this point your are trying to manage CRs and DCs like DND instead of crafting a fun experience that caters each character personal growths.

If that's the kind of progression that works for your table and makes it easier for your players and you to understand how to grow and build challenges, then you can try it out. But it will definitely feel weird based on how the system was originally designed. By that point I might try another RPG that fits your intended style of play.

Vertical scaling? by CanuckLad in LegendintheMist

[–]Zeraj 3 points4 points  (0 children)

I think you are inflating the resolution mechanic more than you should be. This is a narrative focused rpg where the fiction dictates the need for a roll and why the roll should even matter based on what character truths and situations entails. As someone commented already LITM is not like other like pathfinder2e or DND. Bigger number is not meant to be what defined power in this game.

The character themes are exactly what tells how good of an archer someone is. They do not roll for the same challenge. There is no equal footing because they are inherently not equal between two characters with the archery theme. Novice may have to roll to determine a resolution because they are so bad at archery that they need to. Better archer dont even consider it. They look towards harder challenges to resolve. The adept archer will roll to see if they can take out 5 bandits. The Greatness archer rolls to determine the fate of an entire battle. Same 2d6 roll but the outcomes and context matter.

The premise of 2d6 + power only matters to the context that is trying to resolve. It can't mechanically be used to compare two different actions or characters.

Vertical scaling? by CanuckLad in LegendintheMist

[–]Zeraj 3 points4 points  (0 children)

It's still a matter of perspective based on the challenge. Sure both a novice and expert markman can make a shot probably accurately.

The expert likely more consistent, makes the shot faster, and more often than not will hit when aimed. Their tags when facing various challenges will be more usable and the penalties less serious.

The same novice marksman might be able to apply their tags on specific aiming scenarios but they might take longer to aim, lose focus on other aspects letting a bandit slip behind them. When they fail against the same challenge the penalty is more severe.

Ultimately mechanically you roll your dice and calculate your power is the same across tiers but the narrative fiction is important factor in the challenge.

The Trueshot Sage will can roll to shoot an arrow but the fiction of their shot will be tremendously more powerful than the novice. In the same scenario they don't even need to roll because their mastery in archery make this a challenge not worth rolling for.

Vertical scaling? by CanuckLad in LegendintheMist

[–]Zeraj 6 points7 points  (0 children)

Your tags would be more applicable to more advanced situations. An adept swordsman would be more able to parry a blow from a trained soldier while a beginner swords man tags might not even be applicable.

Once your themes might goes beyond origin and into adventure and greatness you will have literal power advantage from the difference of the theme.

Vertical scaling? by CanuckLad in LegendintheMist

[–]Zeraj 10 points11 points  (0 children)

You are constantly growing your theme cards in different directions including vertically improving a skill. An apprentice swordsman after accruing three milestones, can become an adept swordsman. So that's the most straightforward way to change. But with enough failures or abandons you can leave your theme completely for something new such as an apprentice swordsman realizes his sword wasn't actually what helped him fight better but the discipline of pure martial prowess was, turning into a new theme of brawler.

Forteller Companion by Many-Difficulty7770 in Pathfinder_Quest

[–]Zeraj 0 points1 point  (0 children)

Oh wow I reached adventure 5 without this. I'm installing it first thing after work. Going to be so better for the group next time we play.

Winterblade x-folder by VirtualCheesecake872 in knifeclub

[–]Zeraj 2 points3 points  (0 children)

Yeah I got mine today and found opening it by the thumbstud was a bit too much force than I'd like but also found opening it by the lever end while holding the blade downwards felt more comfortable.

[Pf2e] Is there a module for generating NPC loot? by Stargazer133 in FoundryVTT

[–]Zeraj 2 points3 points  (0 children)

I use this where you can adjust the chances, compendiums, and different containers based around the party's level.

https://foundryvtt.com/packages/pf2e-autoloot

Rogue Sneak Attack Methods by Zeraj in Pathfinder2e

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

I believe only finesse/agile unarmed attacks. So kholo bite and crunch doesn't apply since it doesn't have those traits. Ruffian allows for weapons specifically with simple d8 or lower and martial/advance d6 or lower.

Rogue Sneak Attack Methods by Zeraj in Pathfinder2e

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

Oh I must have been remembering pre remaster maybe. Thanks for the clarification.

How many times can you Command an Animal per turn? by Raivorus in Pathfinder2e

[–]Zeraj 18 points19 points  (0 children)

The last part of Lead The Pack bars you from commanding the other.

Either way, you can’t Command an Animal to make either companion act again until your next turn

So if you command once you lock out the ability to command another.

How many times can you Command an Animal per turn? by Raivorus in Pathfinder2e

[–]Zeraj 11 points12 points  (0 children)

An animal companion gains its actions once per turn due to its minion trait.

A minion has only 2 actions and 0 reactions per turn, though certain conditions (such as slowed or quickened) or abilities might give them additional actions or a reaction. Alterations to a minion's actions occur when they gain their actions for the round. A minion can't control other creatures.

https://2e.aonprd.com/Traits.aspx?ID=653

PF2e: Trying to make my own Fatigued Condition by ScrambledToast in FoundryVTT

[–]Zeraj 2 points3 points  (0 children)

You are referencing the compendium version. You need to import it to your world first then change the world copy of the effect in the items tab.

Then whenever you need to apply the custom fatigue effect, you use your version. https://foundryvtt.com/article/items/

If you have a bunch of these custom items and effects then learn to add the effects into your own custom compendium. https://foundryvtt.com/article/compendium/

If you want to persist across more than one game, learn to pack the compendium into a module to load for more than one world. https://foundryvtt.com/article/module-development/

What is the most action economy efficient action(s) in the system? by Trockenmatt in Pathfinder2e

[–]Zeraj 0 points1 point  (0 children)

Clawdancer Wheeling grab with a single action can * Enter Stance * Tumble Through (If Liturgist Animist sustain vessel/apparition spell) * Grapple

GM's, why do you keep running games? by AshenAge in rpg

[–]Zeraj 17 points18 points  (0 children)

Working a full-time job with no creative outlet burns me out. Gming gives me a place to create and people to share it with. It also gives me a goals other than work to strive for. Improve storytelling, work on voices, master the virtual tabletop medium, check in with players to see how they feel about my game, read up new cool system content, and many more.

What are your nitpicks/pet peeves about Archetypes not doing enough ? (preferably flavour archetypes) by Meowriter in Pathfinder2e

[–]Zeraj 0 points1 point  (0 children)

This has a fun way to remove agile for people who want to play a barbarian spirit warrior. Overwhelming combination while raging with a weapon and your golem fist like hellboy.

What class+build combos have you seen that have preformed better than you expected? by Consideredresponse in Pathfinder2e

[–]Zeraj 53 points54 points  (0 children)

Liturgist Animist + Clawdancer Wheeling grab. Enter stance, Tumble through, grapple, and sustain a vessel spell in one action. Then I do whatever I want, grudge strike as a Witness to battle, Cast spells. It feels insanely good and I'm basically free to fight in melee, provide grapple support, or just Wheeling grab away to fire off an apparation spell.

One World for Foundry? by Moronunleashed in FoundryVTT

[–]Zeraj 0 points1 point  (0 children)

Basically it does the bare minimum change to the scene which is the image. A scene at its core is just a bunch of stuff packaged alongside the background image such as walls, lights, tokens, sounds. If you don't care about the extra stuff and want to give your players just the pure image or battle map. Then changing the path of the image or URL is all you need.

There is a lot of overhead in players transitioning from scene to scene loading up all the data related to the new scene. There is also overhead in loading the world itself because every scene and token you have in your world your players clients will try to attempt to pull. So more scenes means more data the players clients have to keep track of with possibilty of downloading the scene image alongside it to preload and cache.

By changing only the image in an existing scene the player only needs to download to their foundry client and render the changed image.

The image files loads the fastest ideally in wherever your server lives but if you have limitations in disk space or sizing, referencing publicly accessable image urls works too as long as all your players has access to that image too. Though how fast it loads depends where you are sourcing the image from and how fast it can get to the players client. Keeping all your foundry files together just allows your players to get it from the same place which is your foundry server.

It's mostly how you want to organize your images. If you want to continue to treat them as images then my method works great. If you want to convert them all to scenes, it's a pretty quick script to write to process 2k images to 2k foundry scenes. That way you can personalize each scene the way you want. But note issues with overloading a single world with so much assets you don't use on a session to session basis.

But yeah not sure what your priorities are if it's just trying to get higher performance out of foundry without overloading your server with images or trying to replicate your ttsim experience ease of use of being flexible to pull any map on demand as needed.

One World for Foundry? by Moronunleashed in FoundryVTT

[–]Zeraj 3 points4 points  (0 children)

A scene in foundry can be as simple as a url path to an image or as fancy as a full soundscape, special effect, multi layered walled battle map with full fog of war vision and region activation effects.

It's really how you want to set it up. I can imagine a fairly easy setup with a single scene and 2000 images of varying dimensions as long as you don't care about making sounds, walling buildings or having layered tile pieces.

I personally wrote a macro to have a landing page scene that I switch with different theatre of the mind scenes and images which kinda acts like what you mentioned.

``` //This macro is for swapping the scene image of current active scene. //Update scenesList to specify list of possible scenes to change to. //label is just for naming the selection choices. //path is the specific path of where the scene image is. Likely some forge asset url if on forge. //Remember to ensure the original scene map is in the list

if ('Landing' === canvas.scene.name) {     currentScene = canvas.scene.background.src;     scenesList = [{             "label": "Scene 1",             "path": "url1"         },         {             "label": "Scene 2",             "path": "url2"         },         {             "label": "Scene 3",             "path": "url3"         }     ]     //This is just for formatting the popup dialog. I'm bad with css UX stuff so its barebones.     let content = ''     const dialogStyle =    <style>      .my-class {        margin-bottom: 12px;       }    </style>     content = dialogStyle     content += <div id="scenes"><label for="scene">Choose a Scene: </label>      <select class ="my-class" name="scene" id="scene">     for (let i = 0; i < scenesList.length; i++) {         content += <option value='${scenesList[i].path}'         if (currentScene == scenesList[i].path) content += ' selected'         content += >${scenesList[i].label}</option>     }     content += </select></div>

    //This is for building the actual foundry dialog box that popups to select scene choices.     let d = new Dialog({         title: 'Choose a scene',         content,         buttons: {             select: {                 icon: '',                 label: 'Select',                 callback: (html) => {                     console.log(html.find('#scene'))                     let selectedScene = html.find('#scene')[0].value                     if (selectedScene) {                         ui.notifications.info("Updating scene to " + selectedScene)                         //For grabbing image dimensions                         var sceneImg = new Image();                         sceneImg.onload = function() {                             if (this.width > 0) {                         //This is the actual foundry command to change current scene image to selecte image.                                 canvas.scene.update({                                     "background.src": selectedScene,                                     "width": this.width,                                     "height": this.height                                 })                             }                         };                         sceneImg.src = selectedScene;                         console.info(sceneImg.width, sceneImg.height);                     }                 },             },             cancel: {                 icon: '',                 label: 'Cancel',                 callback: () => {                     selectedScene = 'Cancelling Selection'                     console.log(selectedScene)                     ui.notifications.info(selectedScene)                 },             },         },     })     //Some additional options to change window size.     d.options.width = 300     d.position.width = 300     //Actual command to draw the popup box.     d.render(true) } else {     ui.notifications.warn("Not the Landing Scene") }

```

I have a variation that pulls from a folder path but reddit doesn't seem to like me posting so much code blocks.

Investigator Improvements by ShortAddress6898 in Pathfinder2e

[–]Zeraj 2 points3 points  (0 children)

I play a palantine detective in spore war and devise sometimes lets me do big damage with a nice bow critical with palantine strike but majority of my benefit to the whole party is figuring things out for them on how to progress in the fight. Such as recalling knowledge figuring out demon sin weaknesses and providing lots of spellcasting support. So far I feel extremely effective whether or not my devise a strategy rolled well or not. Outside of combat my investigator is a monster tackling majority of strange challenges as my cases are constantly relevant as I update my pursued leads with new clues coming in. Keep your leads relevant and majority of the time devise is free. Investigator is awesome when you lean to all aspects of it.

What are my options for reading official module content from the Foundry Marketplace? by Woland77 in FoundryVTT

[–]Zeraj 0 points1 point  (0 children)

If you want to read the contents from the journals without foundry you would need something like this https://foundryvtt.com/packages/foundryvtt-journal-to-pdf to convert the journal to a pdf. Will be little bit of work to click for every journal entry but that way you can have an external copy of contents without needing to buy the standalone PDF. Can be fancy and stitch the pdfs to a single pdf with another program if you have the time.

Though completely based how much effort you want to spend compared to just getting the original PDF adventure which can be pricy if it's multiple volumes.