Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

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latest "drama": drow getting written out of the remaster since they're too much dnd and thus without OGL too much of a liability. reactions are mixed, but since it's reddit you have people who always thought drow were "problematic" .... for wearing blackface. no I'm not making this up.
You could literally just do what the Japanese and Warhammer Fantasy do and call them Dark Elves. Same difference.
 
A lot of changes are coming to PF2 via remastered. Hate to say it but I'm not surprised drow are getting axed.

The elephant in the room is that Paizo wants nothing to do with OGL now thanks to WotC shitting the bed. Which means stuff is gonna get tossed.

A big list of stuff from Paizocon dropped a short time back. Here: https://docs.google.com/document/u/0/d/1Q_NyA75fUx86Aw1uk1AzSb78gfg2UfVydRg2yt5prpw/mobilebasic

Some of the ideas are interesting. Others don't please me but I understand the reasoning behind them. A few are... eeehhh.
 
Just finished a game of PF2, and fuck that game takes forever and is draining to play. Part of that is my group over analyze everything. Things are slowly starting to move faster as people get a handle on the rules though.

Sorry for the autism, but I know there's nothing wrong with zines as a concept. I kind of like them in theory.

In practice though, why the fuck is almost everyone who writes or reads zines a pretentious arsehole. Even the word "zine" sounds pretentious. They talk as if it's a rebellious medium, but can anyone provide an example of a fascists government or greedy megacorp brought down by some zines?
 
In practice though, why the fuck is almost everyone who writes or reads zines a pretentious arsehole. Even the word "zine" sounds pretentious. They talk as if it's a rebellious medium, but can anyone provide an example of a fascists government or greedy megacorp brought down by some zines?

This is my experience as well. The word 'zine' causes my inner rage to boil just from all the pretenious fucksticks who use it to justify a shitty product.
 
This is my experience as well. The word 'zine' causes my inner rage to boil just from all the pretenious fucksticks who use it to justify a shitty product.
There were some good ones, I liked Ben is Dead and Jim Goad's ANSWER Me!

Most of it was just shit cranked out on photocopiers or even ditto machines (remember those).
 
Just finished a game of PF2, and fuck that game takes forever and is draining to play. Part of that is my group over analyze everything. Things are slowly starting to move faster as people get a handle on the rules though.


Sorry for the autism, but I know there's nothing wrong with zines as a concept. I kind of like them in theory.

In practice though, why the fuck is almost everyone who writes or reads zines a pretentious arsehole. Even the word "zine" sounds pretentious. They talk as if it's a rebellious medium, but can anyone provide an example of a fascists government or greedy megacorp brought down by some zines?
Tell the guy overanalyzing things to be an investigator. It'll save time since you can outright tell him "that leads to nothing, stop overanalyzing shit. Retard."

Also it's the only class that can use INT as a to-hit stat, alongside sneak attack die. Essentially a support rogue. Even has some dip into alchemist, actual dip, not multiclass dip since it scales with level and not level - 5.

The draw for me to PF2 is how robust the character building system is. Like I made a rogue with a dog with a cat statblock and they both just go ham on people with sneak attacks, while being the party medic off-combat (assurance helps a LOT).
 
Tell the guy overanalyzing things to be an investigator.
It's not that so much as they're paranoid about absolutely everything. If I describe an empty hallway with an empty bucket, they'll spend 30 minutes discussing what to do about the bucket, 15 minutes throwing rocks at it and prodding it with sticks, 5 minutes asking if they can roll religion to see if they recall any faith that has some kind of bucket based ritual. And then another 10 minutes discussing what order they should walk past the bucket in case anything dangerous leaps out.

-And then they'll walk up to a group of hostile kobolds and hand them their weapons as a piece offering and then make a surprised Pikachu face when they get stabbed.

I'm not sure if I should lean into that paranoia, or just keep playing as written and hope it sorts itself out. Especially them trying to make friends with every monsters they come across before fighting it.


The draw for me to PF2 is how robust the character building system is.
It's certainly a highlight for the players. Sucks for homebrew however. I've given up trying to keep tabs on player abilities however.

There are rules questions I'm not sure about, like how many actions (if any) pets get when they're not commanded to do anything. But these are all minor things.
 
It's not that so much as they're paranoid about absolutely everything. If I describe an empty hallway with an empty bucket, they'll spend 30 minutes discussing what to do about the bucket, 15 minutes throwing rocks at it and prodding it with sticks, 5 minutes asking if they can roll religion to see if they recall any faith that has some kind of bucket based ritual. And then another 10 minutes discussing what order they should walk past the bucket in case anything dangerous leaps out.

-And then they'll walk up to a group of hostile kobolds and hand them their weapons as a piece offering and then make a surprised Pikachu face when they get stabbed.

I know this feel.
 
Taking away evil species and making the only viable enemies be catholic church religious chuds is the direction all fantasy games are going in. i hate it.

But to be honest I think drow kind of suck where I do not mind them being written out.

They are iconic for D&D but they are the least interesting interpretation of evil elves ("haha lets make it cookoobananas and switch their hair and skin color and put the women in charge because its topsy turvy underground!"). Always liked the way the witcher did them. Where they still live in pretty ass rivendell but see humans as retarded monkeys they have nothing but contempt for, And then they sit around in flower gardens drinking wine and admiring butterflies.
 
-And then they'll walk up to a group of hostile kobolds and hand them their weapons as a piece offering and then make a surprised Pikachu face when they get stabbed.
Reminds me of a Tomb of Horrors run where they were insanely paranoid (with good cause) but then half the party fell for the sphere of annihilation suckerbait in succession. I also had another dungeon where that made sense, which was basically a vehicle to throw in as many ridiculous Grimtooth's Traps traps as possible. So basically every other thing was a trap ranging from normal stuff like poisoned spike pits to ludicrous Rube Goldberg apparatuses.
 
It's certainly a highlight for the players. Sucks for homebrew however. I've given up trying to keep tabs on player abilities however.

There are rules questions I'm not sure about, like how many actions (if any) pets get when they're not commanded to do anything. But these are all minor things.
Animal companions have the minion keyword; you must command them (using Command an Animal, and it does not require a skill check) and that grants them 2 actions on your turn. Ergo, if you don't command them, they don't do anything (although I would be generous and state that in a fight, the animal defaults to avoiding enemies).

It should be noted that the rules for ACs are hilariously fucked up with some strange missing bits (for example, a flying companion can't be commanded to fly). I strongly recommend discussing with your GM about what abilities your AC would have if you are playing a class that gets one.
 
It's certainly a highlight for the players. Sucks for homebrew however. I've given up trying to keep tabs on player abilities however.

There are rules questions I'm not sure about, like how many actions (if any) pets get when they're not commanded to do anything. But these are all minor things.
you mean what they can do when? take a note from 4e or boardgames and just give them cards for it. or list them on the sheet (although that might require printing a lot of sheets if they don't wanna write it down, cards are more economical). otoh those don't tend to change that often and they'll usually use the same ones anyway.
helps that play with people that keep each other in check so I don't have to take care of everything.

for basic things there is this: https://old.reddit.com/r/Pathfinder2e/comments/12734sa/v16_pathfinder_2e_action_activity_cheatsheet/
I know it's fucking reddit but for stuff like that it's pretty useful.

if they're into companions you could check out eldamon, but I never read it so not sure how much you could use outside of being pokemon.

It should be noted that the rules for ACs are hilariously fucked up with some strange missing bits (for example, a flying companion can't be commanded to fly). I strongly recommend discussing with your GM about what abilities your AC would have if you are playing a class that gets one.
iirc it's command animal, then fly (which is a basic action). flying in general got nerfed hard.

command animal doesn't specifically list fly, either because it's assumed a flying companion knows it, or to prevent dipshits unironically go "it says here my cat knows how to fly!!?!". either way GM discretion applies.
 
It's not that so much as they're paranoid about absolutely everything. If I describe an empty hallway with an empty bucket, they'll spend 30 minutes discussing what to do about the bucket, 15 minutes throwing rocks at it and prodding it with sticks, 5 minutes asking if they can roll religion to see if they recall any faith that has some kind of bucket based ritual. And then another 10 minutes discussing what order they should walk past the bucket in case anything dangerous leaps out.
Oh that shit.
It's simple for me.
I just make it so if they're in an "empty hallway" spending 30 minutes discussing what to do, they just spent 30 minutes in the game being loud as hell.

Roll Initiative. Wait no, let me do secret rolls for all of you.

And then afterward, everytime they do this shit again. I just randomly roll things. Might not even be an encounter, just rolling. So I don't get bored. Maybe it's 1d20 bugbears, maybe 1d20 gp on the ground, maybe I'm rolling a 1d20 to figure out how many lbs of chili I'm going to bring next session.

Make sure you do reward them when they go forward, and make sure the traps don't actually murder them too hard.
 
Where's the fun in that?
Well you're trying to stop them from being paranoid the wrong way, so you shouldn't have a 20d20 no save trap lying around because they couldn't be assed to have a fucking rogue/investigator/psychic/cleric??? in their group.

Also do you REALLY want to do counteract checks for everything?
Even I can't fucking remember all of that stupid shit and I LIKE PF2.
 
Also do you REALLY want to do counteract checks for everything?
I want them to be smart enough not just to step into every trap like a goddamn retard and even need to roll a save.
 
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