I wonder if the upcoming release of SF2e opens the door a little more? Instead of “this is different, let’s try it” it can be framed more as “I’m excited about this new thing, want to indulge me?”
And then suddenly, Skittermanders everywhere!
I wonder if the upcoming release of SF2e opens the door a little more? Instead of “this is different, let’s try it” it can be framed more as “I’m excited about this new thing, want to indulge me?”
And then suddenly, Skittermanders everywhere!
The game isn’t balanced around multiclassing, either. If it were, everyone and there dog wouldn’t have difficult to explain backgrounds that involve blood magic, mysterious patrons, and devout faith in something.
Retconing things to protect muh precious twists is not compelling, though, it’s just base metagaming. The unwavering plot is the GM equivalent of the 8 page main character syndrome PC backstory. If I found out my GM was doing that, they wouldn’t be my GM anymore.
Way to unlovk splash damage as the new Battleship meta
Weird. I wonder why the formatting broke. I’m going to fiddle with it some more.
Some things you need to know about LLMs:
They are probabilistic text generators, which look at their training data (in a very abstracted way) and go "based on what’s written here, what’s most likely to come next?
They treat numbers like any other word or phrase
This means, when using them for TTTPGs, they will treat everything like it’s 5e, because 5e dominates the discussion, and that any numbers they spit out will only be right by accident.
“And fuck power levels”
I also (don’t lynch me) think that combat should be an RP experience. That could be my love for certain systems where you get bonuses for good, accurate descriptions and not simply, “I roll. I hit. I do X damage.”
Combat should be a RP experience regardless of system. What you’re describing is one where proactive roleplay is a mechanical system, and I’ll be honest, as someone who’s never entertained a career in the theatre, or as a pompous grim fiction writer with too many thesauruses lying around, fuck that god awful fucking noise. But the choice of what to do, and how you react after the roll should be informed by the fiction of the game and the fiction of the combat, and that is roleplay.
The fact that much of the discourse around the games and resources available to players is focused on min/maxing number munchers is a social problem, not a system one.
It’s also green accents, for PDFs. Particularly look to the “Second Edition” tag in tag in the upper right corner. Those are the ORC books.
Welcome aboard! We’re a small community here, but active. Please feel free to pepper us with questions.
It, uh, helps with community visibility.
The green-trimmed ‘x Core’ books are replacements for the red/tan-trimmed books. They’re fundamentally the same, with some language changes, class touch-ups, and minor rule updates. The mapping from old books to replacement books is:
It’s worth keeping in mind that the contents of all of the rule books is available for free in multiple places online, most famously on the Archives of Nethys website, but also piecewise on pf2easy.com.
Indeed. Though, it’s a little more complex than that for spells or attacks that use multiple dice. The interactions aren’t linear, and the overall effect when using large dice pools is actually subdued.
Inner Radiance Torrent, at Rank 2, does 4d4 damage, and E[4d4] = 10. But E[4d4c1] = 11.5, rather than 12.5.
Things get even weirder with larger dice, since cascading provides the potential for more rolls, but done at lower dice sizes. E[1d6] = 3.5, and so E[4d6] = 14. But E[1d6c1] works out to be about 15.9, so we’re gaining less than 2 damage. A Rank 3 Fireball has E[6d6] = 21, while E[6d6c1] = 23.875, a gain of less than 3.
And this is lower than the naive expectation, because E[1d6e1] = 4.083 and 4*E[1d6e1] = 24.5.
Compare this to increasing the die size. IRT would have an expected roll of E[4d6], which, again, is significantly higher than 11.5, while Fireball at 6d8 has E[6d8] = 27 (vs 23.875). So, this is providing a comparatively small boost.
But, of course, this all assumes fair rolling. When you see what’s happening at my table – which I believe is mostly caused by less than vigorous rolling – the difference gets even smaller. Assuming a 50% chance of getting a 1 (so weights of [3, 1, 1, 1] on a d4, or [5, 1, 1, 1, 1, 1] on a d6), we end up with E[4d4c1*] = 11, and E[6d6c1*] = 23.25.
The game-impact:enjoyment ratio winds up being quite high. Much higher than I had expected.
So, like, 2d4!
/2d4x
? Or is it 2d4!4
? 2x4
?
Not that I’ve seen, but again, my breadth of experience isn’t all that great. You’d have to define the number of dice, the number of faces, and the cascade trigger though, so something like [N]d[F]c[T]
could work, e.g. 1d6c6
or 2d4c1
.
A similar notation with e
instead of c
could be used to denote exploding dice.
Readying an action taking two actions and a reaction. I get why – Ready itself costs an action, and then you still have to pay the original action cost – but I think it’s all a step too far. I’ve increasingly tried to run my table fiction-first, and I let players ready actions of any cost for just a reaction (assuming they have the actions remaining to actually do the thing)
No. It’s, uh, a video discussing the role dungeons have played in TTRPGs, and what they’ve been inspired by.
Not gonna lie, I can’t answer your question because I have no idea what you’re asking.
Well, this looks adorable. Why does there have to be so much cute or fun looking stuff that demands my money? Don’t they know it’s a limited resource??!?
Just downgrades the results a step, so it’s Oops, All Hits rather than Oops, All Crits.