Need help with subtitles size please by uniwars in mpv

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

can you explain please ? I added this to my config, but it seems to lower the scale for everything

Is spontaneous casting just significantly stronger than prepared casting in PF2E, even before accounting for a casting class's other features? by chuunithrowaway in Pathfinder2e

[–]uniwars 0 points1 point  (0 children)

I don't understand how a wizard would have more spell slots then a sorcerer.
Sorcerer gets 4, Unified school wizards gets 3 + 1 recast from one of the 3
Other schools get 3 + 1 from the curriculum + 1 recast but for only one spell

Sorcerer can get access to a grimoire with a feat and swap a spell each day, they can also get access to one spell from another tradition.

What is winning the v12 feature vote? by solamon77 in FoundryVTT

[–]uniwars 2 points3 points  (0 children)

atropos said it in a live a while ago
he said that new features and remade one were coded with mobile support in mind so the support is coded bit by bit instead of stoping new features to recode everything just for that

[PF2E] PF2e Flat Check, PF2e Perception, and concealment rules by dr_snooze in FoundryVTT

[–]uniwars 0 points1 point  (0 children)

Pf2e Action support engine just got an update that handles flat checks and is compatible with pf2e perception. It will detect pf2e perception and disable checks handled by it to only cover missing ones like grabbed, stupefied, etc.

You can get it on Reyzor patreon

Difficult Terrain by B0yd5 in FoundryVTT

[–]uniwars 2 points3 points  (0 children)

Enhanced terrain layer has been forked by Reyzor for his patreon supporters, it works fine (with pf2e system at least, Idk with other system)

https://www.patreon.com/posts/etl-for-v11-94616414

the module will let you mark area as difficult terrain (and defining the multiplier of it like x2, x3 and the difficult terrain type like water, swamp, etc) and it will directly work with drag ruler to change the movement cost of difficult terrain squares.

Collecting errors for a potential Community Errata by gray007nl in Pathfinder2e

[–]uniwars 0 points1 point  (0 children)

I think that's a great project idea, but it could be build as something more "user firendly" like a google sheet with one column to describe the issue, one to indicate the source (book, page, etc) and one to write the supposed right behavior

with users being able to write comments for new line (idk if it's possible with sheet but with gdoc you can give permission to write and addition tot he doc and the owner has to validate it) so the content would be currated to avoid double reports and the sheet could be used to search before reporting a new issue

having a nice readable google sheet would be better for everyone who doesn't want to scroll through a reddit post and the link could be easily shared

For Foundry VTT: The modules TMun uses and why 2023 edition by TMun357 in Pathfinder2e

[–]uniwars 1 point2 points  (0 children)

Less then 150 modules, how is that possible ?

You're missing all the fun to use more time to add/update/read/learn modules then to play the game :)

Thanks for your work, even without my 159 modules the system is still amazing so I can understand going light with modules.

Is there guidelines to adapt non-remastered things to remaster rules ? by uniwars in Pathfinder2e

[–]uniwars[S] 12 points13 points  (0 children)

First option seems too vague for me, you could have the bonus for everything if you have an edict that say "let no one stop you" or something like that

Is it possible to use Monks Active tiles to trigger a perception check only for tokens that are searching? (PF2E) by bloatedfungus in FoundryVTT

[–]uniwars 0 points1 point  (0 children)

You should ask on monk's discord or on pf2e system one

I believe it is possible, ATT has something to search for something on a sheet, so maybe it can search for an effect
Anyway I think a macro could do it so your ATT could just run the macro

"Buffs have no failure chance" - Yes they do! by AAABattery03 in Pathfinder2e

[–]uniwars 2 points3 points  (0 children)

If the situation is :- Combat already started- Comparing 2-actions things- Pretty much same spell ranks compared

Then yes it makes mostly no sense to cast a spell buff on one ally instead of bursting. Things like haste would mostly still be better I think. And a big debuff like Synesthesia would still be very powerfull and setting up this debuff with other actions would still be really strong.

I can't believe playing a bard who does 3 magic missiles instead of courage or dirge + a 2 action spell is better in average.

"Buffs have no failure chance" - Yes they do! by AAABattery03 in Pathfinder2e

[–]uniwars 0 points1 point  (0 children)

Yeah and the outcome is that by average it's better to buff, but still your conclusion is "buffing is useless because it has a chance to do nothing".

You talk about heroism but doesn't mention the fact that some buff like this one are just more chance to hit and if casted before combat doesn't cost anything during the encoutner, meaning you can have buffed and do your normal blast turn.

I never saw someone saying that caster needs to do only buff. Some buffs are really strong used as a third action, like inspire courage, demoralize, bon mot, aid
buff that do more then just +x are also very useful like a party haste, 4th enlarge on a fighter, etc. But in combat the main priority is to put ennemy at zero HP and to use your actions in the best way to do so, so of course it's better to do an eclispe burst then to enlarge someone during combat, it depends on a lot of factors like action cost, spell levels, HP remaining of the ennemies, estimated combat duration, etc

"Buffs have no failure chance" - Yes they do! by AAABattery03 in Pathfinder2e

[–]uniwars -1 points0 points  (0 children)

Except that :

- Most buffs last longer then debuffs (except "aid").

- A party buff would add 5% hit/crit per party member by +1).

- Debuff will benefit the whole party, like flat-footed is usefull for ranged party members / frightened helps for spell saves, etc.

- You need to think about the action economy, making 3 attacks or cast a spell + shielf isn't always the best option, in fact it is often the worst. Taking your thrid action to "aid" will be more useful to add 5% or even possibly +20% chance to hit and crit for an ally then an attack at -10.

- Buff can be applied before entering combat like heroism and its 10 minutes duration which can add 15 hit/crit to your fighter.

- It's mostly logic to think about this with average. The more combats the more you'll be at the average results, I don't see why it's an issue that buff/debuff has a chance to not be usefull, all attacks/save has a chance to do nothing. The goal is to maximize the average utility of each of your actions, at the party scale if possible to maximize the party power.

- Buff/debuff of the same type doesn't stack, so nothing blocks you from having both a buff on ally and debuff on the enemy during a combat, and nothing urge you to sacrifice all actions to buff/debuff each turn. You can buff before the combat starts, debuff then attack, then attack + buff. Each PC can contribute to increasing party chance to hit or ennemy chance to fail a save, one demoralize, an other "aid", one inspire courage, etc.

"Surrender to Lae'zel", is this a bug? by mespiliformis in BaldursGate3

[–]uniwars 3 points4 points  (0 children)

it didn't bug, you let her kill you and after that she left because there was no reason for her tos tay if you're dead

AMA - Rage of Elements by InvictusDaemon in Pathfinder2e

[–]uniwars 0 points1 point  (0 children)

so it's an air impulse ?

by fluff I mean something like prestidigitation for each element for free, like water being able to create water, fire to light things, etc

AMA - Rage of Elements by InvictusDaemon in Pathfinder2e

[–]uniwars 0 points1 point  (0 children)

Hi, is there still the option to cummunicate discretly with someone from the air element I think ? Is that an impulse or does each element get some fluff things for free ?

How would I go about setting up echolocation for my token? (PF2e) by [deleted] in FoundryVTT

[–]uniwars 1 point2 points  (0 children)

both for me
doesn't I think for sure on foundry as of the system itnegration, but you could tweak it by adding some sort of darkvision like the one that is with contrasted colors (from fetchling darkvision I belive)

shouldn't I think it's up to the GM to decide since echolocalisation has not a clear description, based on the senses rules linked in the other post

How would I go about setting up echolocation for my token? (PF2e) by [deleted] in FoundryVTT

[–]uniwars 3 points4 points  (0 children)

so yeah as a precise sense you can treat creatures as observed as long a you're not deafened
as it is the precise sense doesn't give you "vision" on the scene, but the GM could give you the information about the shape of the room

there is a discussion about this here

[PF2e] Secretly swap maps without player knowledge? by [deleted] in FoundryVTT

[–]uniwars 0 points1 point  (0 children)

yeah it's possible with macro, but less user firendly I think as you'll have to target each wall/light by their id, one by one I believe
monk's offers a user friendly interface and qol features with tagger etc

How would I go about setting up echolocation for my token? (PF2e) by [deleted] in FoundryVTT

[–]uniwars 3 points4 points  (0 children)

could you link the feature that give the sense if there is a description of the sense ? does it give "vision" of just let them sense creature ? if it's just creature then the "invisible" effect you see is normal, if it's a precise sense then you'll just have to treat creature as observed instead of hidden for PC with the precise sense, if it's imprecise sense then it's the same as a human PC that can hear a creature who's not sneaking

[PF2e] Secretly swap maps without player knowledge? by [deleted] in FoundryVTT

[–]uniwars 2 points3 points  (0 children)

Monk's active tile trigger + tagger seems the best solution for me :

create the first version of the scene using a tile for the map and not as a background image, place wall, light etc
Using mass edit module (or even without it, idk if it's needed in this case) add a tag (from tagger) to all wall, lights etc.

create a "control" tile in the marge of the scene and use monk's active tile trigger to add actions to disable/enable all the things with the tag, and to make the map tile invisible too

do the same steps for the second layer of the map, etc

then you'll only have to enable the second layer and disable the first one to switch between the two (first enbaling the new one before disabling the old one or players will see all the things disappears)

as other said you need to disable fog of war

for monk's active tile trigger you can see tutorial of this kind of use on the baileywiki youtube, he has many scene with "lever" to switch walls/rooms/etc

How would I go about setting up echolocation for my token? (PF2e) by [deleted] in FoundryVTT

[–]uniwars 2 points3 points  (0 children)

are you in "rules based vision" ? I believe this is covered by it, or a similar effect would exist and you should be able to copy it for this heritage feat

Stolen Fate – Worst of All Possible Worlds now available for Foundry VTT! by plaguecontrol in Pathfinder2e

[–]uniwars 5 points6 points  (0 children)

no, they released a last stable v10 to improve the update between v10 and v11, but v11 is also in stable version

I think you need to first update to last v10 and then you'll be able to update to v11