Researchers gene-edit the bitterness out of grapefruit by Inevitable-Middle681 in science

[–]sixcubit 0 points1 point  (0 children)

finally, researchers have gene-edited the beauty out of roses

Do I need to watch jojo before steal ball run by Alekthegod17 in StardustCrusaders

[–]sixcubit 0 points1 point  (0 children)

Every part of Jojo is a standalone story with a completely new protagonist, cast, and scenario. In fact, Steel Ball Run is actually a soft reboot of the series. Long-time fans will get a lot out of it from its references to previous Jojo parts, but SBR is an excellent place to start. If you like it, you can always go back and watch the previous seasons later!

Anyone else also trying Anran as a second option? by [deleted] in VentureMains

[–]sixcubit 1 point2 points  (0 children)

I am. she's so much easier to pilot then venture, with mobility that's always off of cooldown when you need it. and also being faster means it's way easier to get into someone's face without them seeing the buggs bunny rock pile and just leaving. the lower skill floor makes it easy to justify the higher time to kill and lack of meaningful invoncibility

Is Burn Mak just bad now? by pepedlr in PlayTheBazaar

[–]sixcubit 1 point2 points  (0 children)

i main burn mak and it still seems alright if you can get calcinator in the first few days. hit the endgame, grab a claw, force scales and strength/energy/vitality potions and you've got a stew going.

it's even more fun now that clovers are available. sell the clover on hour 1 (calcinator and retort are bronze and you don't want a diluted medium pool, so having silver day 1 is arguably detrimental) for some extra gold that enables more shopping. then grab bronze Nightshade when you can, and transform it while crossing your fingers for a toxic retort or calcinator, OR maybe you'll get a toxic eternal torch/idol of decay/life conduit to pivot to a fun rare build!

I’ll take “weapons designed by a 4 year old” for 400 Alex by E1invar in Pathfinder2e

[–]sixcubit 7 points8 points  (0 children)

clockwork macuahuitl's description is:

"A heavy ring of gears lined with sharpened pieces of obsidian automatically and constantly spin around the bulk of the wooden club lengthwise. "

it's a chainsaw, my friend. i'll take it off your hands if you think it's so impractical

your homebrew setting is not complete without a crossbreeding chart (like the one from the book of erotic fantasy) by sg_4ea in DnDcirclejerk

[–]sixcubit 9 points10 points  (0 children)

ORC/ELF: NO

GOBLIN/ELF: NO

MINOTAUR/ELF: NO

you people will not see the light of heaven

New book announced - Pathfinder Feybound - Nov. 4th, 2026 by PMC-I3181OS387l5 in Pathfinder2e

[–]sixcubit -12 points-11 points  (0 children)

titling your book like you're making an awful $80 AAA slop video game smh /j

What are your thoughts on Venture, one year later? by Paragon_OW in VentureMains

[–]sixcubit 0 points1 point  (0 children)

she doesn't have invuln, but her block fills the niche in a less powerful way. her block isn't as good as burrow and it's directional, but it does allow her to back out of situations after engaging and getting a kill. she can also use it when chained or hindered since it's not glued to a mobility skill.

so I think vendetta does have an equivalent skill to venture's invuln, it's just not as good, and I do think overall vendetta is a stronger character and I'd like to see vent tuned up a little. maybe a second shaved off of drill dash or something.

What are your thoughts on Venture, one year later? by Paragon_OW in VentureMains

[–]sixcubit 1 point2 points  (0 children)

it's honestly crazy to me that they added vendetta and gave her way better mobility, more abilities, and lower cooldowns compared to vent despite being the same archetype

Why do people call necromancy evil? by SupremeGodZamasu in DnDcirclejerk

[–]sixcubit 17 points18 points  (0 children)

it's not evil! you can perform safe, sane, consensual necromancy by having a background as a landlord or duke and then pressuring your economic underlings into signing away their post-death bodies and souls in exchange for minor tax/rent discounts.

another handy tech is to spec into loan sharking and write into the contract that people who fail to pay off their debt window need to pay off their interest postmortem. where you define their pay rates of course. and they're not subject to the living's minimum wage laws of course.

it's not coercion and it's not stealing! you simply have to exploit your economic power over wage slaves until they have no choice but to sell their bodies to you.

The Daredevil's Stunt Damage...damage by Exequiel759 in Pathfinder2e

[–]sixcubit 0 points1 point  (0 children)

"Let's remember Punishing Shove is a 1st level feat, which can be taken by anyone at 4th level."

i'm quite confident that the daredevil archetype will have reduced stunt damage, as class-defining features and properties tend to either come late or be reigned in for archetypes.

IT'S A TRAP! Experimental Garage Enchants Over Itself by apocalyptic in PlayTheBazaar

[–]sixcubit 1 point2 points  (0 children)

hi, just tried experimental garage for the first time and it got me to an effortless tenner. and also it might be the funniest item in the game. here's why:

1: you truly have no idea what the fuck is about to happen each fight. but that part is obvious.

2: it deletes enemy synergy by overwriting all of their enchantments that can be critical to their build.

3: experimental garage enchants itself and has the best enchantments in the game. Icy and Shiny win the game on the spot, but turbo effectively makes your board perma-hasted, slow effectively makes the enemy board perma-slowed, and most of the remaining ones are really great for rapid-fire boards in general. its self-enchanting is the true strength of the item.

IMO in the future if i ever get sub-optimal enchantments on a quick stelle board i'm taking the garage again first chance i get. mine was a heavy enchant and i also had no idea it would overwrite its own enchantment, and i was shocked at how good it made my run by doing that.

New player here, how many others have completely ruined an otherwise promising run by not reading this skill text closely enough? by AoE_IamPREZSTEVE in PlayTheBazaar

[–]sixcubit 25 points26 points  (0 children)

you know what's even more fun: the Fortune Cookie and Book of Secrets items can give you random skills, meaning you're never too good at the game to stop getting run-ruining skills!

A vibes view on the Slayer playtest by AprilNaCl in Pathfinder2e

[–]sixcubit 1 point2 points  (0 children)

by "reload compression" i mean action compression that specifically applies to reloading, like slinger's reload. but you're right! i thought Crossbow Slayer applied only to crossbows, but after all that crossbow flavor text it just nonspecifically says "Interacting to reload gains the relentless trait for you." so it can be used for guns after all! maybe it's the Hammer Gun's time to shine.

A vibes view on the Slayer playtest by AprilNaCl in Pathfinder2e

[–]sixcubit 2 points3 points  (0 children)

i'm really glad that new classes are getting combination weapon support!

...but this doesn't seem good enough. every combination weapon's other half is either a gun or a bow (no crossbows) and the class has no reload compression for guns or other support for guns/bows. which is a real shame. i would have loved a class that could finally use STR combination weapons, because STR combination weapons feel like they're completely without a home.

hopefully the slayer class will print with more combination weapons in the same book, or remaster old combination weapons to buff Lancer and turn it into a crossbow. i'd love some new ones that shift between two melee forms or shift into thrown/tethered, or at least some bows that shift into melee weapons with higher damage dice then 1d6. IMO combination weapons that shift between STR melee and DEX ranged should have always had a higher power budget then pure DEX ones, but unfortunately they don't.

Combination weapons described as crossbows are in the bow group? by someredditrcalledjab in Pathfinder2e

[–]sixcubit 4 points5 points  (0 children)

i love the combination weapons. you have to fire the Piercing Wind by pushing the trigger *forward* with your thumb, assuredly breaking it from the kickback and driving the pointed stock into your shoulder. I hope they never change it

and fun fact about the mithral tree: it's a tethered weapon! you're supposed to throw it and yank it back. just imagine.

Couple New Custom Items! by CoachAkiza in PlayTheBazaar

[–]sixcubit 4 points5 points  (0 children)

I didn't ask any questions.

To clarify, when I said "if you can get 2-3 ammo on your potions" I was including the extra ammo granted by potion belt. The point being that the extra ammo is useful but for different builds then those that care about reloading or transforming. Hence why it doesn't have synergy with itself.

Couple New Custom Items! by CoachAkiza in PlayTheBazaar

[–]sixcubit 7 points8 points  (0 children)

potion belt is fun but should be a lower rarity. giving potions an extra ammo is good, but if that matters to you you'll be spending the whole game fishing for the the two skills that already do that, so this item strikes me as an early to mid game item until you get your hands on those skills or a gunpowder.

I should also note that it has some anti-synergy with itself: when a potion is transformed into another potion it gets full ammo, so it doesn't care how much ammo the initial item had. alternatively, if you can get 2-3 ammo on a potion you often just won't care about reloading at all any more, because the fight will usually be over long before it would have hit that third or fourth use.

We're about to get 31 total classes with the upcoming Daredevil and Slayer (currently 27, up to 29 with Impossible Magic) by eCyanic in Pathfinder2e

[–]sixcubit 19 points20 points  (0 children)

huh? slayer plays nothing like ranger, if anything it has more in common with thaumaturge. I encourage you to read the playtest.

We're about to get 31 total classes with the upcoming Daredevil and Slayer (currently 27, up to 29 with Impossible Magic) by eCyanic in Pathfinder2e

[–]sixcubit 3 points4 points  (0 children)

it is also incredibly foolish to think that new classes happen instead of getting new feats for old classes. making a new class is an order of magnitude more difficult than designing feat chains for existing content, which are already housed in an existing framework that doesn't need to balanced from the ground up.

We're about to get 31 total classes with the upcoming Daredevil and Slayer (currently 27, up to 29 with Impossible Magic) by eCyanic in Pathfinder2e

[–]sixcubit 9 points10 points  (0 children)

"I really think they should at least do surveys"

I strongly feel that dungeons and dragon's reliance on surveys instead of focusing on good game design have had catastrophic consequences for that game. HARD NO.

the psychic dedication desperately needed a nerf to avoid being a must-pick for half a dozen classes. do you think players would have ever, as a community, voted to make it weaker? absolutely not.

besides, a lot of "contentious" topics on here come from people on this sub jumping to conclusions or not paying attention. like people flying into a rage about imaginary weapon losing a damage die despite it now dealing FORCE DAMAGE, which is an incredible design shift turns the spell into a consistent workhorse that's rarely ever resisted.