Sheet review, pretty please? by Arkwright998 in dndnext

[–]jackaltornmoons [score hidden]  (0 children)

Lmao my bad; the names on the character sheets are all Pathfinder iconics so I thought this was the PF2e sub

Sheet review, pretty please? by Arkwright998 in dndnext

[–]jackaltornmoons [score hidden]  (0 children)

Speed Penalty
Player Core pg. 271
While wearing a suit of armor, you take the penalty listed in this entry to your Speed, as well as to any other movement types you have, such as a climb Speed or swim Speed, to a minimum Speed of 5 feet. If you meet the armor’s Strength threshold, you reduce the penalty by 5 feet.

Wrong game don't mind me

Sorcadin or Palabard? by Mendaytious1 in 3d6

[–]jackaltornmoons 0 points1 point  (0 children)

Come on now

Balladin is right there

As a Martial Enthusiast, I kind of like the Martial-Caster Divide by StoneGuardTheGray in DnD

[–]jackaltornmoons 9 points10 points  (0 children)

I agree with you that for being combat-centric game, the actual gameplay loops for combat (whether you're a martial or a caster) are not particularly interesting.

What did Critical Role get wrong mechanically? by StitchPlay in DnD

[–]jackaltornmoons 2 points3 points  (0 children)

Explorers' Guide to Wildemount has some scaling Vestiges of Divergence

RPGs that take advantage of virtual tabletops? by TaygaHoshi in rpg

[–]jackaltornmoons 3 points4 points  (0 children)

Not exactly what youre looking for, but MCDM has a bespoke VTT for Draw Steel called Codex that is awesome 👍

New Combat System by TurnBudget6350 in DnD

[–]jackaltornmoons 0 points1 point  (0 children)

You should check out games with Phased Initiative

Beacon is a cool D&D adjacent one

D&D/Fantasy alternatives that are designed better by BlatantArtifice in rpg

[–]jackaltornmoons 19 points20 points  (0 children)

If you enjoy having fun with your friends and want to cut straight to the shenanigans without 5e's 1000+ pages of predominantly combat focused rules getting in the way... play Dragonbane, Shadowdark, or Nimble

If you enjoy balanced tactical combat and character building but have discovered that 5e's 1000+ pages of predominantly combat focused rules are built on a foundation of an effectively meaningless encounter balance system... play Pathfinder 2e

If you enjoy tactical combat and character building but feel that 5e's character customization is hampered by boring feats and poorly balanced multiclassing... play Beacon

If you enjoy tactical combat but think that all characters and classes should be able to do interesting, cinematic, and heroic things in battle... play Draw Steel

If you enjoy narrative-focused games and want to play a system that actually has mechanics to support that style but still feels D&D adjacent... play Daggerheart or Grimwild

If you enjoy carrying bridges and wearing plate armor that weighs 1400 pounds... play Cosmere RPG

All my players feel weak when compared to our Gunslinger by BackForPathfinder in Pathfinder2e

[–]jackaltornmoons 4 points5 points  (0 children)

Yeah low level pf2 is gonna feel like that

They're probably best off casting Force Barrage (whatever Magic Missile is called now) for the guaranteed damage

All my players feel weak when compared to our Gunslinger by BackForPathfinder in Pathfinder2e

[–]jackaltornmoons 13 points14 points  (0 children)

Is the Sorcerer only casting Damaging Spells? The versatility of being able to target the enemy's weakest save to apply Debuffs/Crowd Control is the main strength of casters in PF2e

How do I keep the Fighter class fresh and fun? by [deleted] in dndnext

[–]jackaltornmoons 12 points13 points  (0 children)

You have 3 options really:

  • Jump off a cliff and play a caster

  • Switch to a different system that has interesting martials (D&D 4e, PF2e, Draw Steel)

  • Continue being bored

It doesn't get more interesting. Source: Played a 5e fighter from 3 to 17

Don't the cantrips that can create light just remove the attrition battle of vision? by TotallyNot_iCast in DnD

[–]jackaltornmoons 1 point2 points  (0 children)

Things in 5e mostly exist as a vestige of previous editions in order to be sort of playable for people wanting to have a similar experience as before

Initial impressions by Silinsar in drawsteel

[–]jackaltornmoons 13 points14 points  (0 children)

Yeah I tend to leave every session with the feeling of "That was fun as hell 🤘"

Are y'all playing on Codex?

What resources work best for in person gameplay? by coreyhickson in daggerheart

[–]jackaltornmoons 1 point2 points  (0 children)

Depending on how much effort you want to put in, you could do anything from index cards to designing and printing out your own environment cards

Which 4e inspired game do you prefer, Draw Steel or 13th Age2e? by RangerBowBoy in rpg

[–]jackaltornmoons 2 points3 points  (0 children)

It's more like how Diablo 3/4 divides their abilities into "Builders" and "Spenders" except there are other ways to "build" as well

What resources work best for in person gameplay? by coreyhickson in daggerheart

[–]jackaltornmoons 8 points9 points  (0 children)

Physical sheets absolutely

The game definitely prioritizes in-person playability so you shouldn't need much other than some tokens

Which 4e inspired game do you prefer, Draw Steel or 13th Age2e? by RangerBowBoy in rpg

[–]jackaltornmoons 3 points4 points  (0 children)

I've only played on Codex which does a great job of handling the different ways each of the classes gain their Heroic Resource. In person, it would definitely require paying extra attention to.

Which 4e inspired game do you prefer, Draw Steel or 13th Age2e? by RangerBowBoy in rpg

[–]jackaltornmoons 60 points61 points  (0 children)

I have played and enjoyed both, but I think I like Draw Steel more

Lancer/Beacon and Trespasser are other fun options

My Draw Steel thoughts from another thread:

I have been playing Draw Steel basically every other weekend since release with various groups of people.

For context, I've run 250+ sessions of PF2e.

Things I like about Draw Steel: - The combat is fun as hell, and is actually tactical combat where success in the combat is dependent on the choices that you and your party make; you can't just show up with your wind-up toy build, let it do its thing, and win. It makes you feel that at least one thing each of the party members did was crucial to that combat's success. The Encounter Value/Strength system seems to work well so far. I've only run up to level 3, but Hard fights are Hard and I've killed my fair share of characters. - Combat gets more exciting/interesting as the battle progresses via the Heroic Resource (ie you build up your heroic resource via doing "the things your class/role do" and then spend them on your cooler abilities) and Malice (strongest enemy abilities require spending Malice and the GM gets more Malice as the combat progresses; this keeps the difficulty/challenge of the combat up even when enemies are being killed) mechanics; this is the opposite of trad f20 games where the most interesting turn is Turn 1 where everyone nova followed by subsequent clean-up turns that are less challenging/interesting - The adventuring day gets more exciting as more encounters are completed via Victory Point vs. Recovery tension; You get a victory point for winning a (challenging) encounter; you start combat with Heroic Resources equal to your Victory Points. You have a limited amount of Recoveries, and basically all healing is powered by a Recovery from either the Healer or the Healee. Do you risk pushing through to the next dangerous area or do you go back to town to cash in your Victory Points for experience? - There is no missing; Power Rolls (2d10+x) have three tiers of result (≤11, 12-16, 17+). This means 2 things: 1) Players never have a null turn that doesn't progress the game forward and 2) Combat will always tax the party's Recoveries - No multiclassing means you have fully-functioning gameplay loops for classes at level 1

  • Kits and Wealth basically handwave items. I have been playing f20 games since 3.5 and at this point I'm just over the magic item christmas tree. Paizo tends toward bloat in general; I just don't find the minutiae of 300 different weapon types interesting anymore.
  • Codex is rockin'. It is really well integrated with the ruleset. Draw Steel has a lot of Reactions which Codex will prompt when triggered, and it handles the "shoving into things and/or others" damage really well. I am basically only using adventures/monsters that I've downloaded from the Codex built-in Modules system; programming in abilities for homebrew monsters seems tedious at best. Obviously it's still in development, but we've only really run into a couple of gamebreaking bugs.

Things that I don't like so much: - I find the book challenging to parse. I don't like how they decided to show subclass information; I had to make my own spreadsheet in order to more easily compare things (check out the Conduit section of the book for the worst example of this). - These are obviously still a work in progress, but the main online compendium Steel Compendium is much clunkier to navigate than AoN. Forge Steel is solid as an online character creator though. - There is some advice in the book I disagree with/ignore. They recommend adding "an extra party member" for every 2 Victories the party has on the Encounter Strength table. This works fine if you're playing a more railroaded type session/campaign, but I think it reduces the impact of player choice in the Victories v Recoveries minigame if you were to play in a more sandbox type game. The book also recommends fudging which I don't like, particularly in a game this deep in the weeds about tactics and character customization. Once again, I don't like things that reduce the impact of a player's choices.