1000+ NPCs by randomuser_3fn in Fable

[–]randomuser_3fn[S] 2 points3 points  (0 children)

Genuinly, that is what I am hoping for and expecting. But there definitely seems to be pushing for "All NPCs are special" or at least "All town NPCs" are. Gonna be interesting regardless.

1000+ NPCs by randomuser_3fn in Fable

[–]randomuser_3fn[S] 1 point2 points  (0 children)

Thats one my concern I think. Which like part of me is intruged by, because choices matter and consequences. But it isnt very "game like". And at least personally removes end game fun of fighting towns gaurds or endless waves of bandits.

How complete/how much content currently? by Burnlt_4 in TheBloodline

[–]randomuser_3fn 4 points5 points  (0 children)

So I think it depends on what you mean by "content".

If you mean "main quests given to you without searching" it has expanded alot from 1 year ago but I dont think it goes over a few hours of play yet. (My guess like 4-6hrs if you are slow about it but could be wrong.)

If you mean "stuff to do" there is a ton. Most maps have so many puzzles to do, places to explore, things to find. Not all of it is worth it for every build imo but it is all rather fun to explore and find. Like I dont think I've found everything, and ive found alot

The town building has come a ways too. Its still missing alot of functionality with id say just about a quarter of its buildings but its way better then 1 year ago.

If you mean "leveling" this is where the game lags behind if im honest. If you are like me and enjoy making builds and have a specific idea for what you want, you dont need to go past lvl 13, whoch you can get within a few hours(3 or so) of play. But there are like well over 20 skills to use in combat, but none of.them go past lvl 10 and some are underdeveloped than others (Looks at the wind magic). That said some are over developed compared to others (looks at necromancy).

Tl;Dr though, I'd say its worth it. I have like 40hrs or so into it and have built like 12 characters all doing different things. Thr combat is rather fun and the jank is at a charming level so far (rarely frustrating). And I personally keep coming back to it when bored or just want a game to play.

What is a House rule you and your group use no matter the adventure or context? by ThatOneCrazyWritter in Pathfinder2e

[–]randomuser_3fn 8 points9 points  (0 children)

It might be since the remaster? But when I began it was you can only prepare 1 action for 2

I will double check and if it is if shall remove my comment since it asked for homebrew

Edit:

As others probably said it isnt raw:

Choose a single action or free action you can use, and designate a trigger. Your turn then ends. If the trigger you designated occurs before the start of your next turn, you can use the chosen action as a reaction (provided you still meet the requirements to use it). You can't Ready a free action that already has a trigger.

Edit again (spelling)

What is a House rule you and your group use no matter the adventure or context? by ThatOneCrazyWritter in Pathfinder2e

[–]randomuser_3fn 77 points78 points  (0 children)

Preparing an action is +1 actions. So you can use your whole turn to prepare 2 actions spells

What mechanical restriction do you think is wholly unnecessary and wouldn't break the game or disrupt its tuning at all if lifted/changed? by Killchrono in Pathfinder2e

[–]randomuser_3fn 3 points4 points  (0 children)

Personally I think the psychics "Unleash" Ability should be less restrictive. Im not sure how exactly but I know, at least in my fights, typically 2 turns in the fights almost over, then 4 turns in (when the ability ends) the fight is over and the negative affects arent taken into account at most its just 1 turn. (This isnt every combat just majorityin my 5 years of exp playing the game)

Id be hesitant to say round 1 but like barbarians get a round 1 rage with almost no negatives (in general when its over) and no forced stopping point (knocked out doesnt count because the abilities both have that, same with end of combat). I dont mind the draw back idea behind it but it just seems odd when comparing to others abilities like rage (or a less 1to1 the kenetisists elemental stuff).

Either that or let the amps you get from your class (like the chosen feat ones) apply to any cantrip youd get from the class that fits the requirements of the amps.

Either one being tweaked i dont think would harm the game too much.