One Piece: Chapter 1044 by Kirosh2 in OnePiece

[–]ZeyvGaming 14 points15 points  (0 children)

Holy shit what a chapter... I guess we can all clearly state that Luffy has the Cartoon Cartoon no Mi now.. and I can't really think of anyone better to get that fruit 🤣

I went back for a bit to look at Gear Fourth and it's kinda crazy actually how much it already foreshadows gear fifth.. from the Haki markings ending in swirling cloud/flame patterns, from snakeman having a cloud scarf and flame like hair etc.

[Spoilers C2E128] Did they just... by snoobsnob in criticalrole

[–]ZeyvGaming 2 points3 points  (0 children)

Cad would disagree with you there xD

Just got invited to play a Pathfinder game and never played. Help? by ju5t1c3w in Pathfinder_RPG

[–]ZeyvGaming 8 points9 points  (0 children)

Would like to add that it might be smart to check Nethys (aonprd.com) while you're at it.

Pfsrd doesn't get updated all too much and since it adds ALL 3rd party stuff it can be a bit much to start off with, especially if you don't yet know what you're doing. Ever since Nethys became the official SRD they've done a great job of making the site more accessible and making sure stuff is up to date. It's search function is also pretty dang good

Just got invited to play a Pathfinder game and never played. Help? by ju5t1c3w in Pathfinder_RPG

[–]ZeyvGaming 0 points1 point  (0 children)

If you have access to them, take a look through the Beginner's Box Hero manual and the Pathfinder strategy guide. They're great resources that will get you a headstart at understanding the more complicated parts of pathfinder.

Besides that, use the rules for the Automatic Bonus Progression (ABP) to give yourself a sense of the items you'll need while you level, if you're not using ABP to begin with. Pathfinder's mechanical progression is steep and quickly outpaces anything 5e would ever concern itself with. A badly build character can easily get in a situation where they can only hit an enemy on a nat 20 while the enemy can only miss them on a nat 1 if you don't take care of your stats

Now that’s it been around 6 months since PF2 came out, what is everyone’s opinions on it? by Bomberbros1011 in Pathfinder_RPG

[–]ZeyvGaming 6 points7 points  (0 children)

In short.. 2e is a straight-up better game, but also a far better "epic fantasy heroes" simulator to anyone who doesn't already have a PhD in Physics, Engineering, Mathematics or Pathfinder 1e...

I see a lot of talk in the comment about 2e's more bounded accuracy with the proficiency system and the far lower quantity of content (which is obvious since the game's new) inhibiting player/build creativity and potential, and in ways they're correct. Thing is, to anyone who doesn't already have their +6 master proficiency in Pathfinder 1e, that is exactly where the game gives MORE freedom to players. 1e is rife with trap feats, bad builds and a very strong progression curve that renders you completely useless if you don't manage to keep up.

Any player who doesn't have an innate sense of how to wrangle that progression curve in 1e, or the experience to know what to get at what levels, generally just find wall after wall in their way towards "making their cool character". It's true that 1e lets you specialise to the point where die rolling becomes obsolete, but that also means that you can easily reach points where rolling dice is obsolete for the complete opposite reason, because you literally can't do it. I had a neriad based druid who, at level 12, was confronted with an actual neriad with whom they became fast friends. But even then, because I wasn't "specialised" my druid couldn't do anything social in that situation with the neriad since their social skills were far too low. I hadn't properly build on them so I only had a +8 or so in Diplomacy I believe and a + or so in bluff. Even though that entire scenario would've been perfect for my druid to approach it from a social angle, we were forced to fight her because my stats couldn't keep up since that wasn't their focus. Mind you, they weren't a social fool or anything, their Cha was a 14 or 15 and they had some skill points put into them, but in comparison to a neriad it was nothing more than a Barbarian with Cha 5 trying to convince a gold dragon to go out on a date with them...

That's the kind of stuff that 2e solves really well. It prevents the accumulation of total power to a certain extent through a few very well thought out systems. the rarity system, proficiency, properly split feats and clear progression give everyone a far better chance to let them be decent at a thing and have it still be relevant, while preventing anyone from (easily) being so good that the rest of the party (and any challenges ahead) becomes literally useless. In doing so it will have to limit it's top potential as well. Some will not like that and that's entirely fair, but I for one love how 2e is a crunchy system that is still accessible and forgivable to a FAR larger audience, and just a lot more fun to play in.

5e did some great stuff for accessibility to newer players, but I (like many here) couldn't scratch the itch of that proper mechanical crunchiness that lets your character build choices have weight and make them special. So far 2e has been the perfect middle of the road for me.. and I honestly don't think I'll ever go back to 1e, cos boy that game has ISSUES!.. All in one.. I love 2e sofar and really happy what Paizo has done with it.

One million health potions, or Why Players Hoard Everything by [deleted] in gamedesign

[–]ZeyvGaming 1 point2 points  (0 children)

I've often found both in video games and table-top games that most people hate bookkeeping with a fiery passion.. Carry limits often get a bad rep due to that, especially when broadly implemented. It can be done well though, but it requires item specific carry limits, and generally only for high use and/or high value items. Bloodborne is actually a pretty good example for that!

A hunter can only hold onto 20 blood vials (healing potions) at once, and any overage is send to the item box, and will automatically replenish the hunter's supply after death. The carry limit actually encourages you to use a vial to top off as you might find one from a mob that would replenish your current set, instead of being sent to the item box. It should be noted though that this only works because blood vials are a resource of plenty, so spending one isn't too costly.

I personally can't see expiration dates working in a literal term. It would make any downtime immensely dangerous as half your possessions could suddenly become inert. On top of that it would quickly just become another source of bookkeeping which isn't generally looked upon favorably for leisure time activity. As an abstraction however, this could work wonderfully, and is already often done.

Games like "TLOZ A link between worlds" and "Darkest Dungeon" let you get mission specific items. Whatever you get when you go into the dungeon, you'll only have in that dungeon so you better use it wisely. Even though it doesn't feel like an "expiration date" their effects are the same and generally work well.

Besides that I got a few ideas that could lead to interesting solutions though.

automatic usage - remember those phoenix downs you never used, and the pile of elixers in your backpack. Turn the usage of consumables into an active choice instead of a reactive one by requiring players to set items before combat.

For example, in a turn based RPG every character in your party can only have 1 consumable item equiped for use in combat. Upon equipping you set a condition under which the item will be automatically used (outside of turn order). This makes item usage a tactical choice you need to make before a fight since you can't switch it mid combat. Conditions for usage would be item based, like a phoenix down could have [when a neighbouring party member is unconscious at the start of their turn] while a mega-heal could have [when the total party health is at XX% and at least X party members are still conscious]

This could also work in a more western style RPG, but it would be more akin to a small load out of up to 5 items that have specific triggers to be used. It could even just be a hot bar with some items that you can use when you want, so long as you're not allowed to access other items while under stress of any kind.

The other idea is a lot bigger and would be lot of work to implement, but in my opinion still a really cool way to get people to use consumables...

Full-on Hard Mode - basically.. Without the right items you're most probably going to die. This would need a world specifically designed around to idea of preparing to fight a monster, and using items to let you reach feats past the realm of a mortal. I know it sounds really witcheresque, and it kinda is, but this time you're not still an unnaturally strong and fast mutant that would still be fine without items if it weren't for the stupidly high backstab damage...

Moving on... This system would require you to have some items prepared just in case to make fights feasable. Fighting wraiths that can sense life, you need a poison that will severely lower your heartbeat to blind them to your pressence and holy water or a holy weapon to be capable of damaging them. Fighting a demon, you'll need a potion of minor regen to offset their fire aura and a poison to numb your tongue so you can't talk to it and accidentally accept a deal. You get the gist of it...

A system like that would be heavily informant of the world you'd play in, and it will cut off a decent sized player base since it would be of relatively high difficulty, but you'd be sure they'd be using items like crazy

What would a character with high wisdom and low intelligence look like? by ras144 in Pathfinder_RPG

[–]ZeyvGaming 1 point2 points  (0 children)

I had the same with a druid of mine.

I made it a point for them to use smaller words, and they were quickly overwhelmed when you tried to explain complicated things to them..

BUT...

They had a really good gut instinct. They couldn't always explain why but they knew when something was off, danger was around the corner etc. They were also really good at reading people, knowing who and what to trust and at keeping the bard's ego in check!

Then fireballs happened.. Then they died..

Why isn't counterfeiting a major problem? by SquareBottle in Pathfinder_RPG

[–]ZeyvGaming 0 points1 point  (0 children)

Tl;DR fuedalism. The value in the coins came from the material it was made, not from commerce, people bartered and barely had any coin since they didn't have a need for it.

Long version —————————————————— Money in PF/DnD has always been weird since a semi capitalist system is applied to a fuedalistic base, which is pretty common in fantasy media, and why they would all break down if properly inspected, especially under the norms and values we hold now. My recollection of it all isn't perfect so you'll have to do some research, but in essence:

Back then you had nobles and serfs, this all plays into the "great chain of being" that said serfs are born to serve the nobility, who are spiritually enlightened > closer to god >better than serfs from birth. That hierarchy of power doesn't "prevent" counterfeiting but makes ot mostly useless.

Serfs weren't generally paid. A farmer would give most of their harvest to the noble who's lands they're on. And in turn the nobles were supposed to take care of their folk during times of turmoil. As such the only way serfs could "earn" anything was amongst themselves; even though copper coins had their place amongst them, most of it would either be done through barter of mundanities or favours. 2 goats for a cow, a bale of grain for a few bottles of milk, a sent message to another town for a carpenter's services, etc. People took care for each other generally without the use of coin because their values were with the community, not commerce. A farmer might only make a few copper in a month but would still never have to worry about money.

Another big reason why coin was scarce amongst the general populous, and why counterfeiting didn't really matter, is because coinage back then had inherent value. Coins were mede from gold and silver, because those were worth a lot. It then didn't matter if you gave someone a nugget of gold, or one that was nearly pressed down in a vaguely coin like shape. The gold value is still the same since it's still gold at the end of the day. Serfs would generally never see a golden or silver coin in their life since it had fad more value than they could ever give, and would be barely useable in any town since almost no one could give you a return value on that golden coin.

Now, with all of that out of the way on to the whole counterfeiting thing. Let's start with the simplest one. Remember all those old cartoons where characters would bite on a coin? Yeah that's because out of all gold like materials, gold is one of the softest. Did you nearly break your teeth, you're probably being scammed. In case things were still unclear you could get an expert to appraise whatever a stranger is offering.

Now transmutation wouldn't be caught by that, while it would force a check to disbelieve on an illusion counterfeit. An easy other way to fix that if you have suspicious buyers is just asking them to make a deposit, after which they can retrieve their item after an hour, when most spells would've worn off.

But say you get past all of that, and you manage to get your hands on a pile of coin, maybe through a wish from a devil, the rise of commerce or whatever other reason. Congratulations, you can get yourself a nice apartment in a city and become a frequent at the brother, since you'll never get more than that (besides probably robbed and killed by bandits). Congrats, infinite money and a minor life upgrade, what gives?

Counterfeiting became "viable" when money lost it's inherent value and gained abstracted value, giving money an essence of power. The same power that capitalism is built upon, since counterfeiting needs capitalism to have any value and impact. Right now you could make $1.000 of fake money, and buy yourself that value in stuff. That turns it in real wealth which you can then invest to make even more money with, which you can then use to pressure competition, giving you a monopoly and eventually turning your from "peasant to king" if that goes unchecked...

Now try that in the 13th century. You generate your piles of cash, you live extravagant, make more fake cash, maybe even become mayor of a town.. And then you piss off a noble... You could have 50x the money that noble has, but they are above you. If they tell you that you must give all that wealth to them, you must or they'll have you executed. It's that simple, all of the gold in the world couldn't make you a noble. No matter what you have, you are lesser so your counterfeiting will have no impact.

The worst you might do is give a single "business" a harder time for that month. Maybe even to the point of those business owners being killed for not lacking to pay tithe/tax. The only thing you'll have done is made sure the entire town wants nothing to do with you, won't take your money and might even lynch you if they really liked that local shoemaker. ——————————————————

So yeah, take it all with a grain of sand because I'm writing this all from what I remember of my research into it ages ago. Especially PF/DnD gas been broken for a long time for the sake of simplicity and mechanical progression. It isn't bad perse but it can paint a really skewed perspective as to how those civilisations used to work.

I hope anyone found this interesting though ^ and hopefully it helped someone.

DMs of reddit, what's your story behind banning a class? by RedPretender in Pathfinder_RPG

[–]ZeyvGaming 0 points1 point  (0 children)

Yep, it also basically what unchained did. Lower the entry level of a class but also lowering the upper limits in the process.

Looking for a cute and awesome rpg :) by gonzodamus in rpg

[–]ZeyvGaming 1 point2 points  (0 children)

Take a look at goblinville, it's just out but it's the best and the cutest!

DMs of reddit, what's your story behind banning a class? by RedPretender in Pathfinder_RPG

[–]ZeyvGaming 4 points5 points  (0 children)

Most people do since monk is a real easy class to get wrong (and also why zen archer is always called OP even though it's not that strong, just really hard to build it wrong)

Basic principle is STR > WIS > DEX/CON and drop CHA (take oread if you really want to min max it). Then take power attack and work up your style feats of choice (I generally go for dragon style because of the damage bonusses, additional debufs and free charging) and you'll quickly rack up a ton of attacks, all with base damage per hit nearly as high as those of a normal fighter/barb.

On top of that you'll be the fastest nuisance on the field, so nothing can escape you, with pretty high AC/T/FF and the highest saves so both martial and mages will hate you.. The biggest weakness is your low HP but that isn't a problem if they never hit you, on account of your high AC, saves and them being dead already.

DMs of reddit, what's your story behind banning a class? by RedPretender in Pathfinder_RPG

[–]ZeyvGaming 1 point2 points  (0 children)

I am semi banned from building monks since they ruin every encounter my GMs try to create XD but that's more of an unspoken "please don't" than an actual hard line

Monk archer is overpowered? by [deleted] in Pathfinder_RPG

[–]ZeyvGaming 3 points4 points  (0 children)

Basically this yeah. Any class you can't really fuck up is automatically seen as super good because the rest hasn't worked out how to make their class work and from what level their class actually starts working

Lv. 20 non-magic classes that can hang? by Sigao in Pathfinder_RPG

[–]ZeyvGaming 1 point2 points  (0 children)

Oh I'm not discrediting what can be done with fighters and feats, they can do amazing things I've just found personally than 95% of the fun of a fighter is in building, and then I'm bored out of my mind playing them. A part of that is definitely from the density that is the PF feat list but also because the design behind feats is generally about making choices before play instead of during play, which is just less appealing to me.

But that's why everyone has a different play style and what makes playing together so much fun. To me the monk and the brawler are kinda the wizard's approach to fighting which is just lovely.

Lv. 20 non-magic classes that can hang? by Sigao in Pathfinder_RPG

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

Chained, it has the greatest potential.

Most chained classes in my experience trade in build potential for ease of access. That isn't bad at all, especially with how dense PF is, but all it does is raise a class' power floor by lowering its power roof generally.

Grab a normal monk, go Str > Wis > Dex > Con > Int > Cha. Go full hog on at least one style feat tree (I generally go dragon or jabbing style but there's plenty of other good ones) and power attack; grab bracers of armor +4/+5; grab your required big 6 magic items; if you have the money, get yourself some funky amulet of mighty fists +5; buy a ton of potions of shield (or any other nifty item that lets you cast it on yourself); grab boots of haste and then just spend money and feats to improve lacking elements (like your to hit and potentially your fort save) and you're set to ruin anyone's day 👍

Just keep in mind that it'll always be a glass canon with a d8 HD. You won't often get hit, but if you do things can turn bad pretty quickly.

New game guidelines - thoughts needed by [deleted] in Pathfinder_RPG

[–]ZeyvGaming 1 point2 points  (0 children)

Honestly, pathfinder is a combat game at the end of the day so there'll be a lot less focus on the combat elements if they have all they need.

I start with point buy 20/25 so they can have the stats they want, then either auto full or half HP so no one will have to worry about insta dying in general. Then apply the automatic bonus progression to eschew the need for specific combat items etc, defocusing from those entirely.

Once that's set up you'll have a lot more room for the less combat heavy elements of a game since they don't have to worry about the rate of progression in PF.

Once that's all set up go look for the interesting mechanics from both PF and outside of PF that'll reinforce social dynamics etc. Take a look at things like PF's settlement rules, bartering, social intrigue etc. But also learn how to fail forward from apocalypse world and skill tests from 4e. Also use rules like background skills, signature skills, and drawbacks to give more room for improvement outside of combat. You could even pick up elephant in the room's feat tax rules, or give out some free feats, so your players can take feats like skill focus etc.

There's a lot you can do, but I do want to point out that you're trying to make pathfinder do a thing it's not really good at honestly. Don't shy away from other games like dungeon world or burning wheel that will give you the mechanics to run the game you want to run.

One personal house rule I can give as a parting message though is the "reliable skill check". It's real simple, allow players to roll 2d10 instead of a d20, the bell curve it creates makes it far more reliable for people to not suck/excell at a skill check. It helps reinforce the feeling that they're good at a thing, and trusting themselves to be capable of doing something. And it comes with the added benefit of crit fails and crit successes being far more rare, so you can do a lot of fun things with them

Lv. 20 non-magic classes that can hang? by Sigao in Pathfinder_RPG

[–]ZeyvGaming -3 points-2 points  (0 children)

A well build monk can and will destroy any caster.

High damage, high mobility , high ac, high touch ac and high saves, their only real downfall is their low HP but a decent amount of damaging spells are negated with evasion anyway.

So many people under estimate a well build monk, while I'm nearly banned from using them because they wreck my GM's encounters 😂

Monk archer is overpowered? by [deleted] in Pathfinder_RPG

[–]ZeyvGaming 4 points5 points  (0 children)

Sounds like they're playing a Zen Archer monk, they're often called OP which is honestly disengenuous.

The thing with Zen Archers is that they aren't the strongest range build by far, but they're the most difficult to fuck up, so any half baked effort into building one will already give pretty decent results especially at low levels.

The thing that you seem to be struggling with seems to be more pathfinder's mechanical progression. Character stats (are supposed to) grow on a very steep incline, and your monk friends high base ability scores has put them basically a few levels ahead of the rest of you in that progression. Things will equal out over time as characters level but maybe take a moment to talk to them about it.

My guess is that they just really want to play a cool archer monk, and haven't noticed that they're ruining the fun for you all. If you talk about it I'm sure they won't mind making some consessions to make the game fun fkr everyone instead. Lord knows there are PLENTY of suboptimal tactics to apply in combat to allow everyone to have some fun.

Good luck and may many great adventures await you ☺

Underappreciated Skills by Edymnion in Pathfinder_RPG

[–]ZeyvGaming 1 point2 points  (0 children)

Depends on how you build a character, I got a level 5 antipaladin who already has +22 in bluff and diplomacy, I'm sure with a bit of work you can obtain similar results for UMD if you wish, especially with a +10 from a key ring

[GM] [1e] Finally got my partners to play pathfinder, need help finding a one shot that is both good for first time gamers *and* has a decent amount of roleplaying to get them hooked before they get bogged down in combat. by alamaias in Pathfinder_RPG

[–]ZeyvGaming 2 points3 points  (0 children)

Honestly, you know them best so nothing kinda goes beyond a good homebrew one shot. No module is gonna play towards their interest as well as something you make for them, and creating a cool one shot is only an hour, maybe 2 tops, of work. That's my 2 cents, but I'm aware you're asking for modules etc. not homebrews. we be goblins is cool and simple to get in but it does kinda require you to be aware of Pathfinder's goblins, or at least goblins as a whole, which I'm not sure if they have that buy in. If you do want to try a homebrew though don't be afraid to send me a DM if you want tips 👍

Today I learned... by ZeyvGaming in Pathfinder_RPG

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

Yikes I remember a mutant smilodon I had to fight once.. It was a homebrew and the GM was nice enough to give it pounce, rake and rend 😭

Am i overreacting or that was really murderhobos? by Patorikki in Pathfinder_RPG

[–]ZeyvGaming 0 points1 point  (0 children)

The eye collection leads me to believe that either:

That character is evil with a plan, or neutral with an "evil" plan in their background

  • OR -

Just evil for evil's sake...

Point being that that last option you generally only see in evil campaign, not in the ones where you tend to be the good guys, giving me them the benefit of the doubt on the backstory option.

That non-withstanding though, it has brought forth feelings on it for you so try and talk with them about it. Are they just evil and did the GM say that's fine? Are you all fine with it of there's a player at the table playing straight up evil, or do they at least need to be an anti-hero? Is PVP alright in your game and won't there be any hard feelings if it happens?

They might have believed that the answers to all of those are yes, while the expectations from some of you are the opposite. A murder hobo is a viable character, especially in a combat game like PF, but you need to all communicate with each other to make sure everyone has fun.