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The PF2e subreddit broke out into Yet Another Discussion About Feats and Improvizing, and this time it caught Mark Seifter's attention. So, I thought I'd reproduce his post here:

> Hi everyone! Mark Seifter here. > >I've seen several threads this past weekend about the video Linda and I made about improvising actions in PF2 (I actually found out about this by following a trail from a large spike in the video's views on Saturday when I checked the analytics today). The OP of the first thread that started the conversation summarized our video in a way that was (likely unintentionally on their part) turned out to be a bit provocative, a bit confusing especially for those who hadn't seen the video, and made a harder and harsher case than what we were trying to say, so I thought it might be helpful to give some tips here in text form. Some of these are in the video too, but not everyone wants to watch a video. Some notes about improvising in your games: >Caveat > >First and foremost, only do this if you and your group want to do it! Yes, I am one of the original creators of PF2 and I worked on the rules involved here (the improvising rules were mostly written by myself and Logan), but so what? It's your game. Never let the statements of one of the game designers make you change something that is working for you and your group (not even this statement... well wait a minute...). If you don't like the improvisation rules or you feel they create issues for your group, you don't have to use them in your game. If you feel they actually don't go far enough and you have a bigger or more sweeping solution you like better, use that (the video mentions that too). The existence of the improv rules and the advice for how to use them is not meant to stop you from making an even bigger change or to convince you that there's no need to do so (I guess that video title would be "Don't Let the Improv Rules, or Designer Statements, Stop You From Running the Way Your Group Likes"). Everyone who said "This is just something Mark said, we don't have to listen to it and my group does it differently" has my full support! Honestly there's a reason I try to caveat everything I say and why I try not to weigh in too often when a rule is legitimately ambiguous (even if I felt like I could clear it up), but mostly just when there's clear rules to point to, since I know that people who agreed with what I said already might use my statement more aggressively than I'd like, and those who disagreed aren't likely to be convinced anyway, so it's not going to necessarily help. >How to Use the Improv Rules > >If your group is open to using the improvisation rules to handle situations where the player wants to try something that the rules does not say their character can do, some folks were worried that the next step is to memorize every feat in the game or at least do a deep-dive to find any feats similar to the current situation so you can analyze them and present a carefully nerfed version of them to your player. That's very much not something I would recommend. Instead, treat the situation by its own merit. Whether you know about any feats on the matter or not, is this something you think they should be able to try? If so, what feels like a good and fair way to make it work (the improv rules have some good starting points but they are open-ended to allow you to decide). > >Once you've made your call on whether to allow the attempt and how to make it work, potentially using the improv rules as guidance, you might later discover a feat that does something similar. Technically it might happen at the same time you're making your call if you suddenly remember the feat (or you always remembered it because you are a rules encyclopedia, huge respect!), but that's fine either way. If the feat lets you do the same thing but better, faster, or more easily, then you probably don't have to do anything. But what if it doesn't? What if you essentially allowed the feat for free, or your improv rule was actually stronger than what was in the feat to start? At that point, you'll want to think about the way you adjudicated and the feat and make a decision. Maybe involve the players too. Think for a moment about why the feat might exist and see if there's any merit in it for you and your players' enjoyment of the game. Maybe the player was using one skill to do the role of another skill and the feat being a gate helps preserves the second skill's niche. And this analysis might be enough for you to decide you want to nerf your initial improv ruling the next time someone tries it... but if it isn't? Just stick with the improv ruling as an official houserule and cut the feat. If someone doesn't know about this houserule and takes the feat later by accident, immediately refund it once you find out. >How Not to Use the Improv Rules > >Important aside: the way this works, we starting by deciding whether you wanted to allow the thing they were attempting in the first place. "Don't Let Feats Stop You From Improvising" (not just skill feats by the way, another common thing to improvise is some kind of much smaller jump and less efficient leaping attack than the powerful class feats for it) does not mean that you are obligated to let players try anything they can find written in a feat without the feat. It means that if you would have allowed an improv anyway without a feat or any rules for it, then you should. One of the most obvious examples of this are feats that give you a bonus or better action economy for something that is already in the rules. The base rules for those actions exist already. > >For example, several people in the weekend's discussion gave an example of actions like Battle Medicine that they said they would never allow someone to do without a skill feat, since it allows quite a bit of healing for 1 action when you normally would need to spend 10 minutes to heal that much out of combat. In that case, don't allow it. Aside: This is not to say that the people mentioning Battle Medicine were wrong or making a mistake to do so; because of the way the first thread's OP summarized the video, it made it seem like every feat (or at least skill feat, but the video was about feats overall) was fair game, even math boosters and action economy compressers. In fact, folks who brought that point up were (in my mind at least) right to do so. >Last Thoughts > >I feel like a lot of people were making very good points this past weekend from multiple conflicting perspectives, but also getting a bit heated with each other in part because some had watched the video, others were relying on the summary from the first post or a comment made partway through the discussion. I hope this post helps clear things up a little and explains what Linda and I meant when we were referring to the improv rules (several people kept wondering why they were relevant to the conversation, but they are absolutely foundational to the concept, so I hope this post makes it clear exactly how we might suggest using them and why). > >I'll end with the same caveat as I started: as always, don't use this advice if it doesn't work for you and your group, and on the flip side, even if you really like this advice, please don't go around using it as an arrow in your quiver "against" people who don't. It's not meant for that, and as much as I know it's inevitable that statements I make might be weaponized, I'd prefer if they weren't to the extent we can avoid it. The other view is a valid one; different groups play the game in very different ways. But do feel free to share it with people who might not have thought about this topic or decided one way or the other to help them along the way! > >EDIT: Adding this link to the video at the request of one the commenters! (here and up top).

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I am running my Pathfinder group through Troubles in Otari, they have cleared the fishing camp. The group is looking to hire laborers to renovate the place, they found that in the Core Book, but I do not see anything in the Player Core.

We are also looking for prices for mundane items such as lumber, bedding, mattresses, furniture, etc. Still being new to the system, i have no idea what is even fair to guesstimate for this stuff.

Anyone have any ideas on finding this stuff? Or input on pricing?

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I know this is not Pathfinder, but there is no Starfinder community. Hopefully it is welcome here.

I just started running a Starfinder game, so looking forward to seeing it grow.

Direct link

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I'm trying to compile class features, spells, or items that let you use your gear as additional health pools. Effects like Armored Sacrifice allow you to deflect damage to an item you're wearing and I'm aware that there are more but I'm struggling to find them because the way they are worded or the effects that trigger them are not consistent. Like I'm certain there's another in 1e that let's you do the same with a weapon or a shield you're wielding in response to an attack. Spells, item mastery feats. It's an inconsistent mechanic but it comes up in a number of ways

If you know of any from either edition or phrases I could search to find them, please tell me

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While the Player Core has straightforward prices for what it costs to hire someone to cast a spell, I've always struggled with what it would cost to hire ritual casters.

After all, rituals have rather big differences from ordinary spells:

  • They take a lot longer to cast
  • They usually require multiple casters
  • Unlike with most spells, success is not automatic (and the more casters you need, the more difficult it will be to succeed)

So how do you price hiring NPC ritual casters? It would make the most sense to scale their daily fee depending on their skill bonus, but what is appropriate here?

And do they get paid for "time and material", or do they only get paid for successfully casting the ritual? The latter is far easier to calculate, while the casters will require a considerable "risk premium" for their service, and they might refuse to even make the attempt if the ritual is particularly difficult.

What are your thoughts on this?

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Over on Reddit, u/JerkyGunner has posted about a random character generator they've made for PF2e. I thought folks might be interested:

In the early days of 2E I had created a random character generator on a spreadsheet. Over time I added some more features to it but it was starting to become quite clunky to make changes and eventually I let it go without updating it for some time.

I recently decided to re-create it via a web version and have gotten most of the main parts of it done and would really appreciate any feedback and idea anyone might have.

Here's the link: https://jerkygunner.github.io/pf2e-generator/

It generates the basics (Ancestry, Background, Class) and also includes Heritage and Subclass (where appropriate).

It also rolls a region in the world, an archetype to lean into (for anyone using Free Archetype), a deity, and a favored weapon. You can turn these extras off if you don't want them.

By default it respects rarity and hides options that come from published adventures or are limited or restricted by Pathfinder Society but both of these restrictions can be changed in the options.

You can also choose which sources to pull from - everything should be available up to the latest books.

I'm storing and maintaining the data for this on Google Sheets but might change this to a local spreadsheet that I can include in the project.

For more details of how it works you can find the readme on the project page here: https://github.com/JerkyGunner/pf2e-generator

Feel free to bookmark and share but I would love it if anyone has any further ideas, feedback, criticism, or suggestions.

Thanks and happy rolling!

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I want to hear people's unoptimized rube-goldberg build ideas.

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  • The delight dragon emits an aura that turns all weapons around it into toys, and can turn itself into laughing gas
  • The halfling head chef dazzles opponents by throwing spices in their eyes
  • The brainchild gains abilities if those observing it believe it has them
  • The bibliodaemon, manifestation of death by bureaucracy, slows enemies by pointing out that they don’t have clearance to perform their actions
  • Animated tea carts attack by squirting scalding hot tea at you
  • The gliminal, manifestations of vital energies, kill you by giving you so much extra HP that you explode
  • The yeongno, a traditional Korean monster that eats rich people, beats the crap out of you with your own money
  • A mob of corn leshies, nature spirits that animate corn plants, can form into corn mazes to disorient the enemy

Feel free to add your own!

OC by @SilverGM@ttrpg.network

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Could be one that a player requested or that you personally house ruled, as long is it's controversial. GO!

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What are your top three Pathfinder Adventure Paths, from either edition - and why?

As a reminder, here is the full list:

Pathfinder 1E:

  • Rise of the Runelords
  • Curse of the Crimson Throne
  • Second Darkness
  • Legacy of Fire
  • Council of Thieves
  • Kingmaker
  • Serpent's Skull
  • Carrion Crown
  • Jade Regent
  • Skull & Shackles
  • Shattered Star
  • Reign of Winter
  • Wrath of the Righteous
  • Mummy's Mask
  • Iron Gods
  • Giantslayer
  • Hell's Rebels
  • Hell's Vengeance
  • Strange Aeons
  • Ironfang Invasion
  • Ruins of Azlant
  • War for the Crown
  • Return of the Runelords
  • Tyrant's Grasp

Pathfinder 2E:

  • Age of Ashes
  • Extinction Curse
  • Agents of Edgewatch
  • Abomination Vaults
  • Fists of the Ruby Phoenix
  • Strength of Thousands
  • Quest for the Frozen Flame
  • Outlaws of Alkenstar
  • Blood Lords
  • Gatewalkers
  • Stolen Fate
  • Sky King's Tomb
  • Season of Ghosts
  • Seven Dooms for Sandpoint
  • Wardens of Wildwood
  • Curtain Call
  • Triumph of the Tusk
  • Spore War
  • Shades of Blood
  • Myth-Speaker
  • Revenge of the Runelords
  • Hellbreakers-
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I wanna ask people about their preferred basic attacks a la "tits or ass". To make the question system agnostic, multiple attacks at a penalty with stacking modifiers or a single attack with additional dice?

Point me at your favorite feats or class features that support your opinion

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There's a sale at the Paizo store right now, but more interesting is the fact that I also got the PDFs for the adventure paths, pawn boxes, and card decks I bought added to my digital library. As far as I can tell this isn't advertised anywhere, and I don't know if it applies to items outside of the sale.

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submitted 3 months ago* (last edited 3 months ago) by juergen_hubert@ttrpg.network to c/pathfinder@ttrpg.network
 
 

Any long-running published setting is going to have a couple of warts - ones where parts of the audience are going to say: "What the hell were they thinking?"

The same is true for Golarion. For the most part, I love the setting, but there are a number of setting elements I find problematic. One of these is Andoran. The best way I can describe it is as:

"A fantasy counterpart culture of the post-Revolutionary War United States of America - as retconned through American propaganda."

So while the real world American Revolutionary War was allegedly about "Freedom", but at the same time reinforced the system of slavery and exploitation of the First Nations - something commonly glossed over in American history - Andoran simply leaves out these ugly aspects and says that Andoran's revolution was really about fighting for Freedom and Democracy - which they now seek to export to the rest of the world.

I mean, I am not opposed to democracies in fantasy settings, or groups of people fighting slavery. But it's the mixture of these elements with tropes of the nascent USA that really bothers me.

What are your thoughts on this?

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Fanatical has 3 tiers:

  1. Beginner Box, GM Screen, and Threshold of Knowledge
  2. Player Core, Troubles in Otari, A Fistful of Flowers, Big Trouble in Little Absolom, character sheet packs, and the flip map for TiO
  3. GM Core, Player Core 2, Monster Core, Abomination Vaults (PF2e & 5e), Rusthenge, Fall of Plaguestone, Crown of the Kobold King, A Few Flowers More, and a bunch if pawns and maps

I'm somewhat confused by some of these titles, because they're Free RPG Day releases, but I've heard they're no longer accessible on Paizo's website :/

https://www.fanatical.com/en/bundle/introduction-to-pathfinder-2nd-edition-rpg-bundle

Humble Bundle also has 3 tiers, and is paired up with a Hero Lab subscription:

  1. Hero Lab (3 months), Beginner Box, Player Core, GM Corev Troubles in Otari, plus the old Core Rulebook and Gamemastry Guide
  2. Howl of the Wild, Seven Dooms of Sandpoint, Lost Omens: Divine Mysteries
  3. Monster Core, Wardens of Wildwood, Curtain Call, and Seasons of Ghosts

https://www.humblebundle.com/software/hero-lab-x-pathfinder-software

As usual, higher tiers include everything in the lower tiers, too. The Humble Bundle top tier's a little more expensive than the Fanatical top tier, but Seven Dooms, Seasons of Ghosts, and Divine Mysteries are some pretty heavy hitters here. The only thing one would really be missing is Rusthenge.

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I am currently looking at DM’ing for my first time as well as being the introduction for PF2e to our group.

We’ve played for a bit, started with 3.5e, and moved to 5e, however we never felt satisfied playing 5e.

We are looking now at Pathfinder 2e to continue our group and as I am the one who brought it up, it has fallen to me to DM, though I never have before. I’ve only played 1e. The group seemed to like the emphasis on group cooperation versus solo rushing that 5e seems to encourage.

Group would be 5 players, one forever DM who is glad to play for once.

I am looking through different books to try and find an introductory adventure for us to feel out PF2e. One-shots were considered but did not feel like they would teach us as much about PF2e compared to a small adventure.

Does anyone have some advice for a first time DM who is looking to bring their group from 5e? Any adventures in mind? I had been eyeing the kobold king as well as Rusthenge.

Thanks! :3

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I used my battle cards and my pawn box for the first time yesterday. When you use the battle cards, do you put them back laying down in the box?

I anticipated they would stand up like the mail order recipe cards from the days of yore.

And do you put the pawns back into their sheets? Or punch out everything and pile them in the box?

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Shilling for another Kickstarter I've backed. This one's supporting PF2e and D&D 5e: Kib Kibones' Guide to the Twin Realms.

A full setting, with new ancestries, monsters, items, and a new parallel progression track. It's the first publishing project by the author, so the backer risks are maybe a bit higher than average, but I, personally, do my best to back projects that extend PF2e's reach beyond Golarion.

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