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Joined 2 years ago
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Cake day: July 15th, 2023

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  • I’ve always been allergic to spell casters (the strategy behind the best use of spell slots just never clicked for me - which is extra painful because it seems like if should be simple, but I consistently manage to botch it), going back to when i picked this all up in the 3.0e days.

    I think that’s caused me to not really engage with the spell casting side of spell casters in PF2e. I remember in 3.5, we banned Mystics because spontaneous divine spell casting was broken, so maybe I just need to run one to see if work.


  • Hmmm, okay. So I have a personal affinity for Swashbucklers. Compared to a proper fighter, they don’t lay down much damage, but they can move, and then when you get where you need to be, you can lay down pain in other ways (love a good tumble through + trip).

    I remember immediately seeing the value in all that when it was first released, even though my party said that it felt way to convoluted. I think I’m just in the other side of that kind of conversation here.




  • I don’t know if I agree that all classes are good.

    Oracle and Gunslinger have always (at least in my mind) seemed to be overly weak. Like, Gunslinger seems like if should be a high damage output class, but lack of Dex to Damage really seems to hinder him from being a hard hitter. Lol, not to mention, guns just feel really weak.

    For Oracle, her curse seems a major downside without a compensating upside (at least until late levels; haven’t built one above lv 5).

    I’d love to hear counterpoints of anyone has any.

    To be clear, 95% agree with your takes though.



  • Two big things I love:

    • Three action system: every “activity” (strike, stride, cast a spell, etc) has an action cost. On a standard turn, your character gets 3 actions to spend on those various activities. This obviates the need for DnD’s rules about spending a whole turn running since you can just spend multiple actions striding.

    • Keyword system: PF2e leans more onto standardized keywords and uses them appropriately. Everything (all actions, weapons, items, even statuses) has a set of traits that (usually) briefly explains how the thing acts. It allows for standardized templates for interactions between different elements of the game. This takes a HUGE burden off the GM during game play, esp for modules that weren’t written to think about each other. All the examples I can think of would take several pages to explain, but you can look up some things on Easy Tools and see their traits.

    Bonus thing I love: all the rules are openly published, leading to TONS of extra tools that just make the game easier to run. (That said you should buy a set of books to help the publishers after you’ve been converted).


  • I tried a bunch of different things, mostly in the trades / trade adjacent work (welding, wood working, etc) and really liked it, but I have incredibly unsteady hands so just didn’t do well in the job I did land.

    Planned to go the engineering route in college, but then discovered I had a knack with computers. Don’t particularly enjoy it (I do HATE the office work aspect) but it just makes sense to me while not making any sense to most. So found I could make money with my skills and just stuck in that lane.

    I’d say it comes down to finding something you can tolerate and have reasonable promise at skill wise and that pays the bills.


  • Other guy gave an okey explanation, but to try my hand at explaining:

    On a typical round of combat, you get three actions. You can spend them in a variety of ways. An attack is one action, movement (“stride” action) is one action, most offensive spells are 2 actions, etc.

    A lot of classes get ways to “discount” actions. For example an early feat fighters and barbarians can take is “Sudden Charge” which let’s them stride twice and attack an adjacent creature and costs 2 actions.

    The whole thing lends so much freedom and takes a lot of burden off the DM for needing to homebrew / make up things on the fly. The whole system is very crunchy though (very detailed and particular on its rules) and so doesn’t fit everyone’s vibes.









  • Maybe they’re just paralyzed? I like the lore implications of that. Could be a run plot device to kick off a “why Dracula’s been gone for the last 200 years and suddenly popped up again”

    I could just see a division of a larger vampire hunting organization calling themselves “The Campers” who’s whole mission is to find vampires and set up a tent over their resting places.