PrinzKasper

joined 1 year ago
[–] [email protected] 3 points 1 year ago

I'm glad he could learn a valuable lesson.

[–] [email protected] 9 points 1 year ago (17 children)

There's also a lemmy instance TTRPG.network, as well as an instance dedicated to Pathfinder and Starfinder pathfinder.social

[–] [email protected] 3 points 1 year ago

NPC numbers for attack bonus, HP, AC and spell DC usually scale slightly differently than they do for PCs. What I do when I create custom NPCs is look at existing statblocks from level appropriate monsters and patchwork pieces together.

[–] [email protected] 4 points 1 year ago

Man, a Sunday there would be perfect... relax at the beach, walk 50 meters, watch an F1 race, then go back to the beach...

[–] [email protected] 7 points 1 year ago* (last edited 1 year ago) (1 children)

Having ran PF2e for about ~40 sessions and listening to several actual play podcasts using it, I absolutely love it, and I would be hard pressed to come up with any reason to pick DnD 5e over PF2e.

As a GM, it provides a ton of useful tools that are either broken or straight up missing in 5e, for example when creating encounters, calculating the difficulty of encounters based on the monster's challenge rating actually works, all the magic items have an explicit cost, all the player races have actual lore and "this is how others percieve you" that you can work off of instead of just "you make it up :)", the monsters have actual interesting abilities instead of just being big sacks of hitpoints, and a solo boss monster can still be seriously dangerous instead of just immediately being overwhelmed by the action economy.

The language in the rules is more technical, but in doing so it drastically reduces the room for misinterpretations. The trait system also helps this, for example most undead have the "mindless" trait, which means they are immune to any spell effect with the "mind affecting" trait. Everything being tagged, and interactions being spelled out in this way, just makes resolving spells so much easier.

On the player side, PF2e offers you meaningful choices at every level, and not just picking class, race and subclass and then being stuck on train tracks like in 5e. The action economy is simplified, and instead of action, movement action, bonus action, interact action you just have three actions. Those can be spent on anything you want. Skills like athletics, acrobatics, intimidation, diplomacy, deception and probably more I'm forgetting right now have actual codified uses in combat instead of requiring on the fly house rulings from the GM to be useful. Martial characters actually scale well into late game and aren't just completely overshadowed by casters.

Finally, I just want to note that our group uses FoundryVTT to play our games, and the way the system is implemented there is just incredible. So many useful Quality of life features that I never even knew I wanted until I had them, and now they're glaringly absent in other systems. Foundry and PF2e really go together like PB & J.


Most people who I see saying they prefer 5e say that it's more "rules-light" and roleplay oriented, but it really isn't, at least by RAW. It's only rules light when you ignore half the rules. And there's really nothing in the rules that directly facilitates roleplay either. So if that's your preferred playstyle, there's other systems that would suit your preferences better than both 5e and PF2e

[–] [email protected] 2 points 1 year ago (1 children)

Hulkenberg too. Too bad the Astons were just a little too far ahead, in the last three laps he closed an eleven second gap to Alonso, one more lap in the race and he could have overtaken them as well.

[–] [email protected] 2 points 1 year ago

Not until two years after consoles

[–] [email protected] 19 points 1 year ago (3 children)

I mean, if that was their reasoning they should be leaving Twitter as well

[–] [email protected] 3 points 1 year ago

I want to try blades in the dark, I just love the idea of the flashback mechanic. Also, I've ran a good amount of PF2e, but never got to play it.

[–] [email protected] 13 points 1 year ago (2 children)

In theory, modders asking to be compensated for their work is not that outlandish of an idea, however in practice there are a ton of problems that need to be solved when going down this rabbit hole:

  • IP and ownership: Is the mod really 100% originally created by the seller?
  • Compatibility: The game is going to be recieving big updates, is there a garantuee that the mod will remain compatible, or be updated as well?
  • Dependencies: Does the mod require other mods? Are the creators of that mod OK with their work being used to make money by others? What if the required mod breaks or becomes unavailable?
  • Load order: Anyone who's modded Skyrim or Fallout before knows how fickle mods can be, often requiring specific configs and tweaks to the load order. Is Bethesda going to offer tools for that alongside their store?
  • Quality Assurance: Am I even getting my money's worth? Is there a refund policy?

All of these proved to be major issues when they tried a paid mod store for Skyrim. Stolen mods, a fishing mod that required an animation framework mod who's creater demanded the fishing mod be taken down, mods that had major incompatibilities with other popular mods, and bought mods just inserting themselves wherever they felt like in the load order.

If Bethesda wanted to create an official mod store, it would need to be carefully curated, with contracts with the modders requiring them to keep their mods updated, and seriously upgraded tools for configuring purchased mods. Honestly, I just don't quite see it happening.

[–] [email protected] 2 points 1 year ago

En Guarde!

This game heavily leans into the fight scenes of 90s comedy action movies with an acrobatic main character overcoming big groups of enemies,
and the aesthetics of swashbuckling adventures like the three musketeers or zorro. You engage in sword duels with parrying and dodging, you move around the environment to kick boxes into enemies, or kick enemies off ledges, and throw buckets on their heads. The playable portion in the demo is unfortunately rather short and basically just an extended tutorial, and while the mechanics are fun they also feel rather one-dimensional. The game needs more variety in interactable objects instead of just the same excact wooden crate repeated over and over again. There are also parkour section in between combat arenas, but absolutely no ways to incorporate parkour into your combat, which is another huge missed opportunity imo.

This still has the potential to be great, but for that the combat system needs to evolve beyond what's available in the demo.

Lies of P

I'll keep this one short since this is easily the most popular demo of the whole event and there are already plenty of opinions out there. This gameis an unashamed souls clone, but a damn good souls clone. It does still have some original ideas, like the way the blocking and parrying works or how your weapons consist of two parts, a blade and a hilt, which can be modified individually. It's also a surprisingly long demo, after over three hours I still haven't seen the end of it. Overall, this demo left a very strong impression and changed my opinion of the game from "ehh" to "I'll probably buy this on release day"

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