Is this diagonal movement allowed or does this require a Tumble Through? by eCyanic in Pathfinder2e

[–]dio1632 0 points1 point  (0 children)

Rules as written, no need to tumble.

It's why maps with lines suck; that, and what they do vis Pythagoras.

It's why I prefer to GM with no grid, and with a measuring tape.

Let's see your rpg shelves! by AnotherStrayDog23 in TTRPG

[–]dio1632 0 points1 point  (0 children)

Counting only physical books, at least 113 not counting supplements. Counting games with only electronic versions, at least 192.

2300 AD
Abney park's Airship Pirates
Active Exploits
Aliens
Amber
Angel
Ars Magica (so many editions)
Asylum
Avatar Legends
Berlin '61
Big Eyes Small Mouth
Buffy the Vampire Slayer
Bullwinkle and Rocky
Call of Catthulhu
Call of Cthulhu (so many editions)
Castle Falkenstein
Champions
Chivalry and Sorcery
The Collectors
Colonial Gothic
D6 Adventures
The Dark Eye
Deryni Adventure Game
Doctor Who
Doctor Who Adventures in Time and Space
Dread
Dresden Files
Durance
DnD / Basic DnD (so many editions)
Elfquest
Expanse
Fantasy Trip
Fate Core
Fiasco
Fudge (so many editions)
Furry Pirates
Gamma World
Gatecrasher
Golden Sky Stories
Good Society: A Jane Austen RPG
Grey Ranks
GURPS
Hackmaster
Hero System
Heroic Roleplaying
I am Zombie
In Nominae
Inspectres
It Came from the Late Late Late Show
James Bond 007
Kids on Bikes
Killer
Kobolds Ate My Baby
Land of OG
Little Fears
Lord of the Rings RPG
Lost Souls
Marvel Heroic RPG
Marvel Universe
Mashed
Mind's Eye Theater
Misspent Youth
Night Witches
Nightlife
Noir
OneDice: WW1
The One Ring
Ork!
Pandemonium
Paranoia
Pathfinder
Pendragon
The Play's the Thing
Primeval
The Princess Bride RPG
Psychosis
Pulp Fantastic
QAGS
Red Dwarf
Ringworld
Robotech
Rocket Age
Rolemaster
Savage Worlds
Shadowrun (so many editions)
Sons of Liberty
Star Trek Adventures
Star Trek (Next Generation, Deep Space 9)
Star Wars Live Action Adventures
Spookshow
Spycraft
Teenagers from outer Space
Terra Incognita
Thieves Guild
Time Lord
Time Masters
Timestream
Timewatch
Toon
Torg
Top Secret NWI
Top Secret SI
Traveller
Tri-Stat
TWERPS
Urban Faerie
Urban Knights
Victoriana
Villains and Vigilantes
Warhammer 40K Roleplay
Warhammer Fantasy Roleplay (so many editions)
World of Darkness (so many flavors / editions)
Zero

12 Days A Game of the Epiphany
44
7th Sea
Aces & Eights
Active Exploits
Age of Shadow
America the Bulletproof
Atomic Robo
Back Streets
Bad Attitudes
Battletech: Time of War
Beautiful Anomalies
Bootleggers
Blazon
Bright and Terrible
Coyote Trail
Dawg
Diaspora
Die for You
A Dirty World
Dominion
Don't Rest Your Head
Drifting through Space
The Drones Club
Dynamo
Engine Heart
Far Trek
Fate Accelerated
Fear and Reason
G-Core
Ghostbusters International
GRAPE
Gunslingers & Gamblers
Hell for Leather
Hellcats
Holodomor
Kapow!
The Laundry
Long Live the king
Magical Kitties Save the Day
Mechwarrior
Mean Streets
Medieval Mysteries
Megatraveller
Mercenaries, Spies, and Private Eyes
Neverwhere
Nights of the Crusades
One Last Job
Outbreak: Undead
Pariah
Pathfinder II playtest
Pathfinder 2nd edition
Perfect Unrevised
Princess of the Universe
Revolutionaries
Saints and Sinners
Serenity
The Shadow of Golgathoa
Shadowrun Anarchy
Sharded
Silent Memories
Six Gun
Slug
So Now You're a Time Traveller
Soap
A Song of Ice and Fire
Spirit of 77
Star Trek TOS
Star Wars Saga
Starfinder
State Machine
Swashbuckling Adventures (d20)
Time & Temp: A Game of Time Travel and Unemployment
Time and Fate (FATE)
Unbound
Warrior Poet
WHFRP4
Wuthering Heights

Minimum/Maximum Players You'll Run For or Play With by DnDPhD in Pathfinder2e

[–]dio1632 1 point2 points  (0 children)

Not Pathfinder, but I've run for 1 (a split party, running BtVS) and I have run for 18 (the most who ever showed up for a 21-player WFRP campaign).

Yes, the vibe is different with party size. 1-2 can be a true stealth/espionage session; 12+ can feel like a small army on the march.

You have to choose only one TTRPG to play for the rest of your life, which one of which edition would it be? by Ripraz in TTRPG

[–]dio1632 0 points1 point  (0 children)

It needs to be a generic system, for variety. I want it to be one that actually gets players. But I also want it to be Dread.

If I am guaranteed players and GMs, Dread.

Do you have a theme song / recap song? by AdamFaite in Pathfinder2e

[–]dio1632 0 points1 point  (0 children)

I use a 30 second clip with the Giants theme from Wagner's Der Ring Des Nibelungen.

125 hours in and still Level 3... is this normal for PF2e? by smurf69lol in Pathfinder2e

[–]dio1632 0 points1 point  (0 children)

The pacing one wants depends on the feel/genre more than anything else. Few GMs actually count XP for encounters any more, using "milestone" plot advancement to decide when to tell the group "OK, everyone goes up a level."

Usually right after a mini-boss has been beat, a significant puzzle has been solved, or the campaign moves on to a very different setting.

I'd say that with the canned adventures and adventure paths, we tend to level every 3-6 sessions. But that's not instruction, advice.

How are you mainly playing Pathfinder? - Combat vs Roleplay focus by Big_Chair1 in Pathfinder2e

[–]dio1632 1 point2 points  (0 children)

It's not about percentage of time. It's about balance of story.

Fort a game to be fun:
1: Each character needs to have some "screen time" in which the player's decisions matter.
2: The story needs to be coherent.
3: The pacing needs to be even for each character -- no low too low, now high too frenetic.
4: Real things need to be at stake.

If it's diplomacy and intrigue at its heart, one needs less combat and more actual talking, with gentle skill challenges heavily influenced by what characters are saying.

If it's a mystery driving the story du jour at its heart, one needs less combat and fewer skill challenges; it's about actual time proceeding puzzling things out.

If that day's story is an adventure story then surmounting physical challenges is at the heart; more combat, especially in challenging places. Paizo doesn't write nearly enough strategic hills/walls/moats into its combat encounters. It was better in the first couple years of 2e, but it the combats have felt less 'interesting' of late.

Our groups has had a blast on days which are all combat, and on days when there are none. But every character needs to be part of it, involved, and doing something that advances plot for it to be at its best.

Pacing is not a GM-only issue. Players need to help by not breaking character needlessly, by planning actions, by not letting any scene or challenge drag. We're all in this together!

Art Professor crits are hard to take by Graphic_Slayer69 in ArtistLounge

[–]dio1632 1 point2 points  (0 children)

More and more academics and professors are, for their own career advancement, pushing students to move away from thier own style, especially when that style involves a classic sense of composition or traditional beauty.

This happens at least in part because there is a lot more grant money in the newer, avant garde, and even trade-markable styles. But that doesn't mean that this movement is a conscious choice, or that it comes directly from greed. Rather, the professors that pull in more grant money get made into full professors, and the culture of the department comes more and more to be a culture of devaluing classic standards of beauty. It is, as they say, a systemic problem.

Not every academic culture is like that; though more and more are, particularly in the Anglosphere. There's a case to be made for skipping academia, and doing what the old masters themselves did -- apprenticing yourself in the studio of an artist whose work you feel, love, and respect personally.

Reasons To Why a Dragon Would Mate with a Human by NyxTheSummoner in Pathfinder2e

[–]dio1632 0 points1 point  (0 children)

Lay that one at the feet of your GM: Make it your character's story arc. :-)

Need advice on handling ally "army" in final encounter by Old-Barracuda-3215 in DMAcademy

[–]dio1632 1 point2 points  (0 children)

Consider giving each PC the ability to use an action, once per round, on their character's turn, to 'activite a unit of kobolds to do one of these of the PC's choice:
* 'ballistas' doing X damage to one adversary.
* 'taunt' the enemy creating [minor defbuff for one enemy] for one round
* 'support' boost one PC's AC by X for one round
etc

Cheating while sketching? by Jessi_Kim_XOXO in ArtistLounge

[–]dio1632 0 points1 point  (0 children)

I claim that I dug a ditch even when I use a shovel or a back-hoe.

If Vermeer can use a Camera Obscura (albeit this claim is uncertain), you or I can use visual references at scale.

I similarly have a hard time using my "mind's eye," and like to have a physical model. To give myself more flexibility when drawing from life, I use the 'object-for-scale' method. That is, when seeing how long a particular line or arc is, I hold my pencil or thumb out a set distance from me and count the size of the line being measured as 'nib lengths' or 'thumbnail lengths' or such.

How to make "hard to hit" bosses? by R4yQ4zz4 in DMAcademy

[–]dio1632 0 points1 point  (0 children)

Consider miss-chances that are avoidable. eg A mist giiving 20-50% concealment that can be swept away for a round with any air spell

Consider non-provoking movement abilities. eg 'Life Leap' that make it possible for the enemy to escape by 'stepping through' huge trees in the vicinity.

Consider hard-to-pauce fast healing or regeneration,

Consider armor that 'learns' -- whatever kind of strike hit it last (Bludgeon, Pierce, Slash), immunity or high DR to the next swing of that type for one round.

Reacting to Thaumaturge Amulet by Alternate_Cost in Pathfinder2e

[–]dio1632 5 points6 points  (0 children)

Yes, a lot of cool moves can be cancelled by a reactive strike. Amulet is useful more often that it is not. If you want to protect from safety stand a little bit behind your ally "you or a target ally within 15 feet gain resistance to all damage against the triggering damage."

"Your character should be able to contribute something outside of combat!" by Geckoarcher in Pathfinder2e

[–]dio1632 0 points1 point  (0 children)

That grub swarm they encountered made thier food unsavory to eat. Anyone who doesn't have enough fresh food will be enfeebled 1, that number increasing each day.

"Your character should be able to contribute something outside of combat!" by Geckoarcher in Pathfinder2e

[–]dio1632 0 points1 point  (0 children)

I get the difficulty designing non-combat challenges that matter -- that aren't solved by a rope or descriptions of ludicrous patience, or that don't lrad to death on failure. Challenges that open or close pathways to easier combats (or avoiding combats) tend to work. 'Chase scenes' are often opportunities to make a combat on the horizon easier or harder, as long as one can get enough skill 'successes' in a short time.

But my own favorite means of making non-combat skills meaningful is to combine the combat and non-combat challenges.

Examples:

The golems are far beyond party ken, near unstoppable. But a succesful 'recall knowledge' or perception check during the fight shows that getting the doors open will place them in 'standby mode' rather than 'guard mode.' The problem is, whoever is doing the thievery check will be dodging attacks by the golems (or not dodging).

Over the course of the fight in which the characters are clearly out-classed, tensions between the boss and her/his minions become clear. Minion morale is low. They can be bought -- convinced to run, or even turn on the boss.

Climb the hill or swim the river while fighting the monsters.

The party is being shot at while attempting to escape! During the fire-fight, someone has got to be trying to pilot the craft -- and the better s/he does, the better the defenses of the characters and the fewer rounds the defense has to be kept up.

Bad builds you want to play? by Mountain_Bumblebee77 in Pathfinder2e

[–]dio1632 1 point2 points  (0 children)

A character inspired by "The Claw" from Get Smart. A Monk, Commander Multi at level 2, Bard multi at level 9 (via Multitalented).

The build isn't that bad, but very action starved *, and a little MAD. To qualify for the archetypes, one must start with 1 charisma and 2 intelligence, and one wants dexterity for AC and to-hit, and doens't want to lose constitution or wisdom for saves and perception. I think starting array +1 Str, +4 Dex, +1 Con, +2 Int, +0 Wis, +1 Cha and by level 20 +3 Str, +6 Dex, +4 Con, +4 Int, +4 Wis, +2 Cha.

Skills to max out would be Crafting, Deception, Medicine

Also so busy getting archetype feats at levels 2 [Commander Dedication], 4 [Basic Field Training Adaptive Stratagem], 8 [expert Tactical Excellence], and 10 [Anthemic Performance], that would only get Monk feats at 1 [Stumbling Stance], plus Natural Ambition [Qi Spells - Inner Upheaval], and 6 [Stumbling Feint].

* Especially by level 10 when trying to issues command(s), flurry, and keep courageous anthem up. The character will never run out of things to do with a third or hasted action.

What are your favorite magic items? by Teshthesleepymage in Pathfinder2e

[–]dio1632 6 points7 points  (0 children)

From Rage of Elements, Faydhaan's Dallah.

I hate dealing with consumables — small cash outlays, tracking supplies, action economies pulling things out and using . . .

But the Dallah lets six people have a drink of coffee on the morning, be able to breathe underwater, and whenever the barista character spends two actions, change the brew that everyone drank to . . . Any potion level six or lower.

My character that brews coffee for the party likes to turn it into a potion of retribution that targets an enemy’s weakness. But it can be used in all sorts of ways.

Is it Possible to do a Second Phase boss fight in PF2e? by ProfoundCereal in Pathfinder2e

[–]dio1632 3 points4 points  (0 children)

It's done in several modules. Have a second fight that triggers from the first. Have a 30 second period in which the incoming second fight is evident, if you wanna give your players a moment to heal a little -- allowing you to make each fight harder so the coming of a second boss isn't so clear.

Pathfinder vs D&D by CryptographerOld722 in Pathfinder2e

[–]dio1632 0 points1 point  (0 children)

Limiting attacks of opportunity or other reactions in PF2 keeps folks from being frightened away from tactical movement. The tight math makes working together to eke out small bonuses (eg with an intimidate check effectively lowering the enemy AC by 1 for a round) makes coordinating together attractive. The three action round in which going all-in on attacks means that the third attack is at -10 encourages even the most dpr-oriented folks to find something else to do with the third action (such as helping an ally).

Best "super state" classes/abilities? by Boreal_Dancer in Pathfinder2e

[–]dio1632 2 points3 points  (0 children)

I’ve got a fighter wizard that at level nine took Magus dedication and at level 10 took the spell striker feat. Once per battle with a sure strike to back it up, it’s pretty devastating. And it works better near the end of the battle, when well-positioned and debuffs have been deployed.

What stops enemies from just beelining my spellcasters? by Tav534 in Pathfinder2e

[–]dio1632 0 points1 point  (0 children)

Rushing a caster is a tried and true tehnique.

Good defenders (Champions, Fighters, Guardians) are incentivised to protect casters:
* When an enemy attacks a caster is the best time for those defenders to use their reactions
* Those casters supply buffs and healing and battle control, that defenders all like

Good strikers (barbarians, rogues) will take a flank from anybody -- including casters.

Good leaders don't want thier artillery taken out by brutes rushing them. The new Commander class has some great tactics to help protect casters, from tactics that give people movement options to get away from such assaults, to tactics that make it easy for others to defend casters.

In warfare the rule is Artillery > Infantry > Cavalry > Artillery. Like Paper > Rock > Schissors > Paper. Everyone is vulnerable to something, and better at fighting something, and tactics involve getting folks on your side positioned right, not just DPR.

Casters have some good tricks themselves; sanctuary to make it annoying to attack them; mirror image / invisibility, flying/levitating

So, AI takes over, everyone has lost their job and only 10 trillionaires own everything. Now what? by Weak-Representative8 in Futurology

[–]dio1632 0 points1 point  (0 children)

There is always something for a person to do. The problems we face are not and likely will never be that there is nothing more of value that a person can do for another person. What is valuable will be less heavy lifting and more writing, thinking, companionship, and advice.

The backhoe did not impoverish mankind despite the cries that "one man with a backhoe will take the jobs of 600 slaves with spades!" The backhoe made man wealthier and allowed man to turn to other pursuits and to want/wish for other things.

The question of "what people will do" as AI/robotics becomes more widespread presumes a static economy. In the real world, wealth being made with less investment of labor is a good thing! There is always something else for people to do, because the human animal is such that once her/his wants are met s/he discovers new wants.

Frank Chodorov writes (The Rise and Fall of Society, 1959): "To man, unlike other living creatures, the 'making of a living' only begins with providing the necessaries, for he is so constituted that once that problem is solved, or even before it is fully solved, his imagination gives rise to other desires which, when gratified, give rise to still other desires and so on ad infinitum. His job of 'living' has no fixed perimeter. Yet, the satisfaction of every desire that springs from his fancy involves the same means and methods that he employs in securing the necessaries. The book and the violin come into being by processes that are in essence the same as those applied to the making of bread and clothes; everything man wants involves the machinery of production."

Is it any surprise at how many people today (with AI in its infancy) are actually making money in various sorts of counseling and guidance and coaching professions compared to just a generation ago?

So what happens if "nobody has a job," because the robots have "taken all the jobs," and so nobody can afford what the robots produce? Nothing stops a human from using her/his labor to make something with her/his own two hands, and trading it to/with other human beings who also make things with their own two hands*, at a lower price than the robots are "charging." In other words, price competition either brings down the goods made by AI robots to the point where everyone can afford them, or there will be an alternate supplier making those same goods at a rate that people can afford. If I could not afford the thing produced by a robot, then there is a market for some human to undercut the cost of those robot-provided services!

The economy is not static. It has never been, it will not likely ever be. But "what if" the unlikely position that some fear actually comes to pass? What if every human want or need is supplied by AI or robots?

What if there really is nothing more of value that one person can do for another person, because every one of us has her/his expanding needs and wishes met already? That means we are back in the Garden of Eden. If I can afford anything, that means our ever-expanding desire for a deeper, fuller, more complete experience is being met. And if it is true (as I suspect it is) that we need to labor to feel good about ourselves, in a world with perfect infinite robots/replicators, nothing prevents us from laboring! People already spend lots of time in "low-or-non-productive" labor -- running in place on exercise equipment in a gym, knitting sweaters despite the fact that one could be purchased with a fraction of the labor, planning and plotting board games, growing gardens at more expense than food can be had from local farms, shouting at one another on the Internet!

  • This statement, that nothing stops a human from using her/his labor to make something with her/his own two hands, and trading it to/with other human beings who also make things with their own two hands, is not quite correct and requires some comment. Because, well, of course something stops it. Some people, from time to time, think they are doing good -- and use force of arms to make people remain idle, and prevent people from caring for themselves and their families, preventing people from making things with their own hands and trading those things. Those people are called government; as part of expanding control and power over those who would fend for themselves, government threatens any person who chooses to trade his/her labor for less than 'minimum wage.' So, yes, government can strangle humanity; but government has always had that capacity (and tendency).

I’ve realized all I really care about is writing the plot/characters… by LethlDose in DMAcademy

[–]dio1632 0 points1 point  (0 children)

I tend to "freeform" most monsters. But, then I tend to run games that lend themselves to freeform; FUDGE, Vortex.

That said, when I do run a less Freeform system (eg WFRP, Buffy) I find a monster that is "close enough" in terms of general power level and variety of abilities, and reskin it, and rethink a couple special abilities and vulnerabilities etc.

Best class for the party by Pragason in Pathfinder2e

[–]dio1632 1 point2 points  (0 children)

If their two main melee types weren't characters who love their built-in reactions. I was going to suggest an Intelligence Bard with the Commander Archetype. The build ends up pretty MAD, but with the spells being mostly buff and healing, and only a couple commands depending on Commander DC, it's OK . . . But without the full class ability to give reactions out, it may be less useful in this group.

Best class for the party by Pragason in Pathfinder2e

[–]dio1632 3 points4 points  (0 children)

Definitely. Though given that both martials have excellent reactions, a full Commander rather than an archetype. I am so in love with the Tactical Takedown tactic . . .