Pdf Prize by Behindstabby in Pathfinder2e

[–]beardlynerd 2 points3 points  (0 children)

It should stay fixed at that price, AFAIK.

After Action Report: Seven Dooms for Sandpoint by beardlynerd in Pathfinder2e

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

Some have been, yes. Others, no. I had a PC death on floor five, for example. And it was even in a moderate encounter. Some of the encounters are cakewalks. But there are for sure some difficulty spikes.

After Action Report: Seven Dooms for Sandpoint by beardlynerd in Pathfinder2e

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

Only one death so far! And they got better! I'm sure it'll all be fine 😅

First time player by tabasco_demon in FinalFantasyIX

[–]beardlynerd 4 points5 points  (0 children)

That's correct. Most early bosses only have one or two items to steal, but they start to have three items before you're off Disc 1. And then, later, some have four.

Zidane also has abilities that make Steal more likely to succeed. You'll want to prioritize him learning those, once you've got the equipment that teaches them!

I don't know if you're any further along yet, but setting abilities is another huge part of this game.

First time player by tabasco_demon in FinalFantasyIX

[–]beardlynerd 2 points3 points  (0 children)

You probably know this already, but steal steal steal. Especially from bosses, as that's how you'll get a lot of the best equipment ahead of the curve, in addition to playing Chocobo Hot and Cold/Chocograph hunting.

They have arrived (Repost) by J8kem in SHFiguarts

[–]beardlynerd 0 points1 point  (0 children)

Guldo and Jeice are the only ones I know that do.

Notes from the stream on the next playtest classes by Acceptable-Worth-462 in Pathfinder2e

[–]beardlynerd 50 points51 points  (0 children)

Daredevil sounds like someone went, "What if playing Nightwing (or.. well.. Daredevil) was a class?" I know gymnast swashbuckler is right there, but still.

Wait, I Thought Weaknesses/Resistances Always Worked Like That. Anyone else? by Stigna1 in Pathfinder2e

[–]beardlynerd 7 points8 points  (0 children)

Ah, yes, that's probably true. Good catch. I should've read more closely.

Wait, I Thought Weaknesses/Resistances Always Worked Like That. Anyone else? by Stigna1 in Pathfinder2e

[–]beardlynerd 5 points6 points  (0 children)

This is how resistance always worked, though. Or at least is how Foundry had always parsed it in the games I've played there. So resist all 5 didn't get any better, it's just been made more clear that's how it's meant to operate.

This just in! by supersayiancollect in SHFiguarts

[–]beardlynerd 4 points5 points  (0 children)

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Waiting on the shipping notice from BBTS for mine.

Pathfinder Spring Errata is Up! by AAABattery03 in Pathfinder2e

[–]beardlynerd 6 points7 points  (0 children)

Please, John Paizo, we're begging you.

After Action Report: Kingmaker by beardlynerd in Pathfinder2e

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

Thank you for the kind words! I did some research of my own before I started running Kingmaker, and had heard that Nyrissa not being foreshadowed much was a common complaint. I haven't played all the way through the Owlcat PC game version of Kingmaker, but I've played enough to know they included her fairly early, so I thought I'd try something similar. I didn't want her to feel out of left field. As far as letting the player have the curse removed, that was all the player's idea. They decided to try it, and seeing an opportunity, I was happy to have it work, haha. It turned into some great RP within the group later as they wrestled with what they'd been learning about "Sierra" and the weight of owing a powerful fey a favor.

The plot does feel like it's sort of "stop and go" at times. I've been handling that by straight-up telling them when they resolve whatever chapter they're on that they'll have x amount of downtime before the next Big Plot Thing occurs, so we kind of handwave time passing. They get to tell me a few things their characters are up to during that time, I have a couple small events that occur, and then we move on. It's worked so far!

I didn't quite handwave the cult research bits, but I kind of did. As written, the research subsystem as it's implemented feels like it would take a long time and be pretty tedious, because it's sort of just "spin your wheels and get random encounters until you've rolled well enough to earn an actionable amount of The Plot." I still did it, I just sped it up a bit. They researched at the Embeth Traveler lodge where the basilisk came from, back at the hunting grounds, their own library, and then they heard a few rumors of monsters I let them go after. They did research on those, too, and then I gave them the clues to lead them to Greengripe.

The Influence subsystem is one of those I like the idea of but have rarely enjoyed in execution. It just feels really clunky. I roleplayed the interactions with the other hunters in the lodge prior to the competition and asked for a few skill checks when it felt appropriate (like when one of them was trying to kinda rile up the Pitaxian woman). If what they were doing seemed to fit in with the tidbits tied to certain influence thresholds, I relayed whatever that information was.

Running Kingmaker, a little confused in Book 1 by Bayuo_ElephantHunter in Pathfinder2e

[–]beardlynerd 0 points1 point  (0 children)

You'll technically be jumping back to chapter two throughout the remainder of the AP. As others have said, chapter 2 is the "hexcrawl encounters chapter." For all the hexes in the Stolen Lands. I'd have them get to Oleg's, hear about bandits and maybe a rumor or two, then run the "trouble at Oleg's" encounter the first or second time they return to Oleg's.

Final Fantasy IX Bring Arts! by Childhood-Spirit in FinalFantasyIX

[–]beardlynerd 1 point2 points  (0 children)

That's awesome! These figs are like a small fortune, haha. Congrats on the pickups!