I missed the part where his hands were bruised from shaking hands.
Can someone link me to that?
I missed the part where his hands were bruised from shaking hands.
Can someone link me to that?
I don't think I know the guy on the right. Can I ask for an explainer on who he is and what he did?
Sounds like a good resource, but I guess what I meant was a setting to run a game in (e.g. a campaign set in the Inner Sea or Sword Coast) with enemies and grabbags of challenges with balanced NPCs for side interactions and such.
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.
Wait, your party works together??
Wish mine did that.
I was curious about this some years back.
Are there any published materials on how to run a game in a GURPS system?
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.
No, but it is much improved and streamlined
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).
Yeah, I prefer the term "canned sunshine"
Yeah, it was looking at the other reply that I realized that Trump doesn't have "old people hands" with all the spots and whatnot you posted about.
Which is crazy to me, esp considering my very healthy and diet conscious in-laws are starting to get that, and they're about 25 years younger than Trump. He's def working hard to keep the skin discoloration away.