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Wandering Adventure Party

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A lesson so many need to learn

Scheduled Pinned Locked Moved Pathfinder
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  • E eneff@discuss.tchncs.de

    For anyone (thinking about) playing The Dark Eye:

    Check out the character manager/creator Optolith, it’s wonderful!

    dfyx@lemmy.helios42.deD This user is from outside of this forum
    dfyx@lemmy.helios42.deD This user is from outside of this forum
    dfyx@lemmy.helios42.de
    wrote last edited by
    #37

    Oh yeah, big shoutout to @elyukai@mastodon.social and the whole team for creating the best ttrpg software I‘ve ever used.

    1 Reply Last reply
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    • C crozekiel@lemmy.zip

      Plus, I don’t know any other system that lets me pull my intestines out of my abdomen and use them like a lasso to climb a cliff when I forgot my rope at home.

      The biggest “con” to PF2 is that it is decidedly not 5e, and people expecting it to work like 5e will have a bad time. AC generally hangs within 1 or 2 points for the entire party at a specific level, same for enemies. It is rarely a good idea to just walk up to the enemy and face tank them. Moving around is big for survivability. Synergy with other party members can be huge too. Sometimes that thing you can do doesn’t sound like a big buff or debuff, but if several party members are doing complementary buffs/debuffs it can turn the tide.

      B This user is from outside of this forum
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      bartydecanter@lemmy.sdf.org
      wrote last edited by
      #38

      The synergy part is so huge. PF2 is very strongly based around making your party as awesome as possible instead of just making your character individually powerful, which I think trips up a lot of people coming from other systems or video games.

      KichaeK C 2 Replies Last reply
      12
      • B bartydecanter@lemmy.sdf.org

        The synergy part is so huge. PF2 is very strongly based around making your party as awesome as possible instead of just making your character individually powerful, which I think trips up a lot of people coming from other systems or video games.

        KichaeK Offline
        KichaeK Offline
        Kichae
        Forum Master
        wrote last edited by
        #39

        It definitely trips up people who usually just look at RPGBot to build their characters out from levels 1 - 20 before the first session. That’s how I made my build choices, and it was a pretty significant stumbling block for me when I made the switch.

        The blue options aren’t always the best options, because the best options depend on what everyone else is doing.

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        • B bartydecanter@lemmy.sdf.org

          When it come to more traditional RPGs, I really like Pathfinder 2E for the following reasons:

          • It scales very well from level 1-20. The math just works
          • Encounter design and balancing is easy for the busy GM
          • All of the classes are good, there aren’t any trap classes
          • Teamwork is highly encouraged through class and ability design
          • Degrees of success/failure
          • Easy, free access to the rules
          • The ORC license
          • https://pathbuilder2e.com/
          • Pathfinder Society Organized play is very well done and well supported by Paizo
          • Women wear reasonable armor
          • The rune system for magic weapons/armor
          • And so many more
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          festus@lemmy.ca
          wrote last edited by festus@lemmy.ca
          #40

          For me it’s the 3 actions per turn. So much nicer to still have a turn even after I rolled an attack and missed.

          B 1 Reply Last reply
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          • B bartydecanter@lemmy.sdf.org

            The synergy part is so huge. PF2 is very strongly based around making your party as awesome as possible instead of just making your character individually powerful, which I think trips up a lot of people coming from other systems or video games.

            C This user is from outside of this forum
            C This user is from outside of this forum
            crozekiel@lemmy.zip
            wrote last edited by
            #41

            OMG yes. I was trying to figure out how to say that but couldn’t put it into words, but you perfectly put together what I was thinking.

            1 Reply Last reply
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            • F festus@lemmy.ca

              For me it’s the 3 actions per turn. So much nicer to still have a turn even after I rolled an attack and missed.

              B This user is from outside of this forum
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              bartydecanter@lemmy.sdf.org
              wrote last edited by
              #42

              How did I forget to put that on my list? I love not worrying about action types and if I can do this action as this other kind of action. I just have to count to three.

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              • KichaeK Kichae

                The downside of PF2 is if you try to engage with the core of the online community with this “rules for if I want/need them” attitude, someone will come out of the shadows to shank you.

                There’s a rabid “by the rules, and all the rules” cohort within the community, and they are pretty effective at chasing new players away.

                skulblakaS This user is from outside of this forum
                skulblakaS This user is from outside of this forum
                skulblaka
                wrote last edited by
                #43

                I’d argue DnD is no different and we only see it less because half the DnD player base is busy home brewing Pathfinder content into 5e

                KichaeK 1 Reply Last reply
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                • skulblakaS skulblaka

                  I’d argue DnD is no different and we only see it less because half the DnD player base is busy home brewing Pathfinder content into 5e

                  KichaeK Offline
                  KichaeK Offline
                  Kichae
                  Forum Master
                  wrote last edited by
                  #44

                  Fair. I definitely haven’t engaged with the 5e community to the same extent I have with the PF2 one. I never became a special interest to me the way Pathfinder has.

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                  • KichaeK Kichae moved this topic from RPGMemes
                  • C crozekiel@lemmy.zip

                    Plus, I don’t know any other system that lets me pull my intestines out of my abdomen and use them like a lasso to climb a cliff when I forgot my rope at home.

                    The biggest “con” to PF2 is that it is decidedly not 5e, and people expecting it to work like 5e will have a bad time. AC generally hangs within 1 or 2 points for the entire party at a specific level, same for enemies. It is rarely a good idea to just walk up to the enemy and face tank them. Moving around is big for survivability. Synergy with other party members can be huge too. Sometimes that thing you can do doesn’t sound like a big buff or debuff, but if several party members are doing complementary buffs/debuffs it can turn the tide.

                    J This user is from outside of this forum
                    J This user is from outside of this forum
                    jjjalljs@ttrpg.network
                    wrote last edited by
                    #45

                    Plus, I don’t know any other system that lets me pull my intestines out of my abdomen and use them like a lasso to climb a cliff when I forgot my rope at home.

                    Nitpick: more narrative systems like Fate let you do this, but then you typically don’t get a lot of crunch. Plus it can vary if your group isn’t on the same wavelength about what’s cool and appropriate for the story.

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                    • S sbv@sh.itjust.works

                      thousands of enemies, most of which have solid gimmicks that tell you straight from the stat block how you can best run the creature

                      That’s exactly what I want. I spent so much time looking at https://www.themonstersknow.com/ when DMing 5e. I like encounter design, but I feel like I had to work hard to make it passable, rather than work hard to make it excellent.

                      NielsBohronN This user is from outside of this forum
                      NielsBohronN This user is from outside of this forum
                      NielsBohron
                      wrote last edited by
                      #46

                      It’s with noting that the adventure paths and Paizo one-shots are also all very well-written (from the perspective of a novice GM). I’ve sat down with a group of 11yo kids after giving the adventure a 15-minute glance and been able to run a pretty decent session with next to no prep time.

                      S KichaeK 2 Replies Last reply
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                      • NielsBohronN NielsBohron

                        It’s with noting that the adventure paths and Paizo one-shots are also all very well-written (from the perspective of a novice GM). I’ve sat down with a group of 11yo kids after giving the adventure a 15-minute glance and been able to run a pretty decent session with next to no prep time.

                        S This user is from outside of this forum
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                        sbv@sh.itjust.works
                        wrote last edited by
                        #47

                        That sounds great!

                        I ended up using a remix of the 5e Waterdeep: Dragonheist module because it really didn’t work for me. It would be a nice change to use a well-written module.

                        I’ve Cyberpunk RED’s Tales of the RED to be hit or miss. Some adventures are great, but many are meh.

                        1 Reply Last reply
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                          jjjalljs@ttrpg.network
                          wrote last edited by
                          #48

                          I’m partial to Fate.

                          It’s very open. You don’t have to worry about looking up the right class or feats. You just describe what you want to play, and if the group thinks it’s cool and a good fit for the story, you’re basically done.

                          Now, the downside is this requires a lot more creativity up front. A blank page can be intimidating.

                          I like that players have more control over the outcome. You can usually get what you want, even if you roll poorly, but it’s more of a question of what you’re willing to pay for it.

                          Every roll will be one of

                          • succeed with style
                          • succeed
                          • a lesser version of what you want
                          • succeed at a minor cost
                          • succeed at a major cost
                          • (if you roll badly and don’t want to pay any costs) fail, don’t get what you want

                          It’s a lot more narrative power than some games give you. I don’t like being completely submissive to the DM, so I enjoy even as a player being able to pitch “ok I’m trying to hack open this terminal… how about as a minor cost I set off an alarm?” or “I’m trying to steal his keys and flubbed the roll… How about as a major cost I create a distraction, get the keys, but drop my backpack by accident. Now I’m disarmed, have no tools, and they can probably trace me with that stuff later. But I got the keys!”.

                          It’s more collaborative, like a writer’s room, so if someone proposes a dud solution the group can work on it.

                          The math probability also feels nice. You tend to roll your average, so there’s less swinginess like you’ll get in systems rolling one die.

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                          • NielsBohronN NielsBohron

                            It’s with noting that the adventure paths and Paizo one-shots are also all very well-written (from the perspective of a novice GM). I’ve sat down with a group of 11yo kids after giving the adventure a 15-minute glance and been able to run a pretty decent session with next to no prep time.

                            KichaeK Offline
                            KichaeK Offline
                            Kichae
                            Forum Master
                            wrote last edited by
                            #49

                            I’ve also found that it’s really easy to convert D&D 3.x and PF1 modules to the system. Not so easy that thought and care doesn’t need to be put into it, but most creatures are based off of the 3e monsters, and there’s a similar philosophy of DC adjustments. So, you get both Paizo’s catalogue of well designed adventure books, as well as a massive back catalogue of classic favourites that you can dig out for a relatively modest effort.

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                              zwiebel@feddit.org
                              wrote last edited by
                              #50

                              The dungeon master can do whatever the fuck they feel like. It’s their game. These systems are suggestions, inspiration, not law. I don’t get why people get so hung up on the particular rules of some edition

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                                blanket@sh.itjust.works
                                wrote last edited by
                                #51

                                let me tell you about daggerheart!

                                having combed through a good portion of ttrpgs that have come out over the last 20 years, and having played a version of d&d since the 90s, i’ve found a system that does a lot of what i’ve been after in a system and i’m hoping that it’s popularity continues to grow.

                                things i like:

                                • new player friendly (either new to ttrpgs or new to this system particularly)
                                • heroic curve for player actions (2d12 > 1d20)
                                • narrative driven, but still tied to mechanics (in combat action doesn’t grind to a halt, which allows for a flow that i more appreciate.)
                                • degrees of success and failure (allowing for more gradient resolution to checks, which then allows for more opportunity for tension)
                                • hope & fear as mechanics (hope being used by players to boost what they do and fear being used by the gm to facilitate opposition. i like that there’s a tangible correlation between failure and the walls closing in.)
                                • the structure of monster and environment stat blocks (these work really well for me and it makes it easy to frame something with the mechanics with little effort).
                                • the emphasis on collaborative storytelling. (this is something i think either a lot of ttrpgs just don’t do, do a bad job at getting across, or gms/dms don’t take into account. i like being a fan of my players. i do not like the ‘me vs them’ mentality of running a game. this is the player’s story, i’m just furnishing it with extra layers and adding complications when things don’t go their way.)

                                if you like a heroic, narrative-driven fantasy system that makes combat less of a wargame, but doesn’t pull it’s punches, then i think this one is a good shout. i feel like it has enough rules to give players direction and enforce narrative choices, but removes some of the things i feel make other systems feel tedious or unrealistic.

                                other systems that i’ve eyed but haven’t had a chance to play yet:

                                • delta green (high on my list. horror/conspiracy setting that put regular folks up against lovecraftian horrors. not to solve or understand it, but to end it. it’s like call of cthulhu but you hate your job and you want to go home.)
                                • lancer (epic mecha building fantasy. make a big beautiful bot from a ridiculously large number of options over time and fight. super duper crunchy)
                                • the wildsea (post apocalyptic fantasy of sailing on the treetops of an overgrown world and dealing with what’s left behind after nature takes back the planet)
                                • mothership (aliens the ttrpg. shit goes down on spaceships. you will probably die in a spectacular way. it will be fun.)

                                most of these recommendations have come from quinns quest on youtube (https://www.youtube.com/@Quinns_Quest) and having followed quinns from board gaming to video gaming to ttrpgs, I feel like he does a great job of highlighting a lot of overlooked gems in this space. if not just to check out the possibilities that are afforded to you when you step outside the box of what has become popular, but to experience games that people put a lot of love into and it definitely shows in their work.

                                as a last point, i think it’s okay to be critical of things, even things that we enjoy. often times the things we like the most are the things we’re most critical of. i personally have watched d&d grow from ad&d to where it is now, and still play it. mostly because it’s popular and the people i play games with know it well. they’re the same people i’ve been making great strides with in terms of introducing new systems and showcasing all the neat stuff people have made. i’m not a fan of d&d anymore. mostly because i’ve grown tired of it, but also because of all the baggage that it has (wotc and hasbro being the biggest two). but i am a fan of tabletop gaming and getting together with friends to have fun. i think that’s the primary goal, so whatever you use to facilitate that is fine. just don’t close the door on criticism because you don’t want to hear anything negative about what makes you happy. open the door to new things.

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                                  dukeofdummies@lemmy.world
                                  wrote last edited by
                                  #52

                                  I’m actually planning a twoshot of DC20 next week. So hopefully I will be able to do just that.

                                  From everything I’ve been reading I’ve liked quite a bit, hopefully it works just as well in practice.

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                                    rebekahwsd@lemmy.world
                                    wrote last edited by
                                    #53

                                    Classic Deadlands! Do you want a system that grinds to a halt in combat if you have more than like 3 players? This system is for you! Wait, that’s the bad part.

                                    Do you want a really flavorful world of spaghetti western meets supernatural meets call of cthulhu? Great!

                                    Maybe, like me, you really love playing with a deck of playing cards for everything! You get to do that! Initative? Deck of cards. Stats at creation? Deck of cards. Slinging spells? Deck of cards. Building a fucked up mad science gizmo (my favorite)? Deck of cards!

                                    Did you know Pinnacle, the creators, made an official deck? With all cards plus the two jokers you need. Did you know those cards feel amazing to my little stupid hands??? I love them.

                                    Do you want to do mad science, explode things, and invent completely new shit? Be a mad scientist! Want to gunsling? Throw probably evil magics? Maybe have the power of God on your side (but not anime, that doesn’t exist yet) all set during a sort of longer term civil war? Wheeeee!

                                    It’s my favorite setting and system. I don’t like Reloaded, I hate the Savage Worlds system. It feels so fucking generic. But! I’m glad people enjoy it and have made so many things for it!

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                                      5too@lemmy.world
                                      wrote last edited by 5too@lemmy.world
                                      #54

                                      GURPS is my go-to system. It’s incredibly flexible, both in what it allows you to do as a player, and what kind of game you can run as a GM.

                                      It’s an older system, and by default is rather simulationist - it grew out of the same tabletop wargaming that D&D did, and tends to take a more realistic approach to what players can do than more narrative systems. I like some of the more narrative systems as well - Starforged is my other go-to system - but the characters always feel a little more loosely defined to me. GURPS is perfectly happy saying “okay, you can fly, you can turn invisible, and you can’t be killed” - but if you want to make your character more nuanced, it’s not only possible, but encouraged!

                                      On the other hand, if you just want to throw something together and go, you can do that too! One of my players has a character sheet that consists of their racial abilities, 5 or 6 regular skills, and a high level “Security!” wildcard skill. And 3 guns. They’re a nightmare in combat, because “Security!” is their all-in-one skill with pistols and melee combat, along with anything else a person with a security background would be expected to know - it’s been rolled against to evaluate patrol schedules, reading a foe’s body language, and shadowing a mark, among other things. That character plays alongside someone with three different templates (classes), a mount, a bevy of different equipment options, and something like 55 different skills - because that player -wanted- that kind of detail. And they’re both very effective in their domains, and play off of each other well.

                                      That’s the thing that really sticks out to me about GURPS - it’s very playable with a very minimal ruleset (GURPS Ultra-Lite is free, and 2 pages - http://www.sjgames.com/gurps/books/ultra-lite/), and can seamlessly expand when you want more detail. And not only are there a lot of options for that detail, they also show their work - so if you’re still missing something, you can generally still come up with reasonable rules. It just gets a reputation for being super complicated because the people who discover it tend to get excited and throw everything in…

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                                        tudsamfa@lemmy.world
                                        wrote last edited by
                                        #55

                                        I genuinely thought this was about chess for a second.

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                                        • Z zwiebel@feddit.org

                                          The dungeon master can do whatever the fuck they feel like. It’s their game. These systems are suggestions, inspiration, not law. I don’t get why people get so hung up on the particular rules of some edition

                                          Match!!M This user is from outside of this forum
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                                          Match!!
                                          wrote last edited by match@pawb.social
                                          #56

                                          the games i like allow the players to have collaboration in storytelling and worldbuilding as part of the game mechanics (e.g. fabula points in Fabula Ultima)

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