kichae

joined 5 months ago

I usually play ranged martials. In 5e, is was basically exclusively rangers, and in AD&D2 it was a ranged fighter. I've always kind of played fairly timidly, trying to stay back, kite enemies, and avoid actually taking hits.

I've only gotten to play PF2 as a GM. My table only has 2 players, so I have a GMPC tagging along with the party. I wanted someone explicitly defensive in nature, so I originally spec'd them as a Champion. It wasn't the best fit for who the character was supposed to be -- they weren't devote, and they weren't in any way magical -- but I made it work. When the Guardian playtest launched, I respeced him immediately.

Guardian has been a real breath of fresh air for me. Since the GMPC is there to be a meat shield, and because I'm not especially attached to him, using the Guardian as a mobile interceptor has been a lot of fun, even as I do everything to make sure he exists solely to shine the other players. Also, GMing has really helped me deal with my hesitation to get into the fray -- the NPC monsters exist to be killed, and I'm happy to put them in positions to be killed.

If I ever get to a PF2 table where I'm just a player, I'm absolutely rolling another Guardian. Especially with the buffs that came with it's official release. A utility defender is scratching an itch I didn't know I had.

There's a Pathbuilder 1e, but I think it might only be for Android. I haven't seen a web-based version.

[–] kichae@wanderingadventure.party 4 points 3 days ago* (last edited 3 days ago)

Try explaining things to her in more intuitive terms. She gets to do more damage when her opponent has significant trouble defending themselves. That happens when they have to split their attention across a wide distance (flanked), when they're on the ground (prone), when they can't see where they're being attacked from (hidden), or when you fake them out (feint).

Old hats tend to boil away the actual roleplay from combat, but the rules usually directly support a roleplay-based view of battle. Presenting the game this way had my then-9-year-old picking the game up really quickly.

[–] kichae@wanderingadventure.party 6 points 4 days ago (2 children)

It's not available yet on iOS (though an iOS port is in development). You can find it on the web at pathbuilder2e.com. Mobile and web apps don't sync, though. The paid versions allow you to save characters to Google Drive, which you can use to sync them.

[–] kichae@wanderingadventure.party 1 points 4 days ago (1 children)

Which version of Pathfinder? 1e and 2e are pretty different. In 2e, Fireball is on the Arcane and Primal spell lists, so it's accessible to Elemental, Fey, Genie, Imperial, Nymph, and various Draconic sorcerers (Adamantine, Fortune, Horned, and Mirage). See the sorcerer bloodlines here.

I can't speak to 1e.

No one complains more about a product than long-time fans of the product. They're the ones who have had the time to feel betrayed by something, be it minor design choices, or things the owners have done, and who also feel a deep sense of ownership over the product.

Haters are just fans that feel alienated somehow, and can't move past it.

[–] kichae@wanderingadventure.party 1 points 1 week ago (1 children)

Why are you coming across as "trying to be right on the Internet" rather than "engaging with what was said"?

The baker's dozen is 13, because one of them is sacrificial.

 

Pathfinder lead designer Jason Bulmahn has launched his crowdfunding campaign for Hellfinder, a modern post-apocalyptic horror hack of Pathfinder 2e:


From the Backerkit Campaign Description: Welcome to Hellfinder, a Modern Horror Hack of Pathfinder Second Edition. This game takes the basic rules of Pathfinder, replacing specific mechanics to transform the experience from a high fantasy adventure game into one filled with mysteries, dread, and terror, a game where your agents might see things that can't be unseen and face a fate far worse than death.

In Hellfinder, you will take on the role of an Agent, sent to work in the basement of the Bureau. After months of drudgery, you finally get your first field assignment, to close an abandoned Field Office in a sleepy town in the middle of the north woods of Wisconsin. But things are very much not what they seem and this tiny town might hold secrets darker than any found in the farthest reaches of the unending forest.

Hellfinder starts by focusing on one central story, created to introduce you to the world and the horrors it contains. That story is broken down into three chapters, each of which contains new rules and the next part of the story. At the start of play, you only open the first packet, containing character creation rules and the opening chapter of the tale. The other packets will only be opened when you reach a specific moment in the story... for better or for worse.

Hellfinder replaces the traditional class system with a more free-form Agent specialization and training system. Most of this is done through spending allotted points based on your choices and some free points to reflect your hobbies and interests. As you level up, you'll get more of these free points to build out your Agent as you see fit. All options are open to you, if you are willing to pay the price.

Finally, Hellfinder adds a system for Stress, to measure how much your Agent can handle mentally before succumbing to the pressure and horror they are witnessing. It also includes a system for both Physical and Mental Trauma, which add lasting injuries and challenges to Agents who have pushed beyond the breaking point. Taken together, these systems will measure how much punishment your agent can take before succumbing to the darkness.


The game's designed to live in a binder, so there's little difference between a printed-off PDF and what would arrive in the mail if you bought the physical product. The campaign's already reached its funding goals. It wraps up on 19 August.

Initiative is a contest to see who gets to act first. It's not technically a contested check in the usual sense, but it is the only standard situation in the game where people roll against each other to determine a winner.

That's close enough as far as I'm concerned.

>And when someone is stealthing around they use stealth instead of perception to set their initiative order. > >To stay undetected/unnoticed their initial initiative (based on stealth) is used against the others perception DC or when they use the seek action.

No, that's the thing, RAW you do not stay unnoticed, only undetected, which means the other side knows you exist. If you beat their DC, they don't know where you are, but they know that you are.

This is incongruent with how avoiding notice works outside of initiative rolls. That's the point, and that's what I think is a Bad Experience, Actually.

>I don’t know how to handle the secret nature of a stealth check in roll for initiative scenarios though.

You don't. As buffman mentioned, Stealth-based initiative rolls are open. But secret rolls are also one of the most common things to be ejected from the game, so a lot of people outside of PFS have nothing to rectify here.

 

This just came across my feed from Mastodon, and I thought I'd pass it along. Dead Unicorn TTRPG Club is trying to get a multi-system adventure up on Backerkit, and needs people to follow the project for it to get the green light.

Dead Unicorn said in I wrote a pretty great #ttrpg fantasy adventure and would love to share it with the world.: I wrote a pretty great #ttrpg fantasy adventure and would love to share it with the world. Your support would be greatly appreciated as I need 80 followers to get the project up, so please check out the link and follow the project. It's for D&D, #pathfinder2e & #cypher @ttrpg https://www.backerkit.com/call_to_action/9e5aa0a4-49b2-4336-a862-28f33006dc66/landing

The adventure's description from Backerkit reads: City in Starlight is a TTRPG fantasy adventure about an ancient, long dead, war between the powers of light and the powers of shadow and those that wish to reignite it. It begins humbly at a fun carnival where the PCs compete for a magical prize and ends literally in the stars as they try to save a civilization from destruction.

Check it out and give it a follow if it sounds interesting!

Win if you can, lose if you must, but always TPK.

[–] kichae@wanderingadventure.party 3 points 2 weeks ago (3 children)

I'm not up to speed on Japanese cultural or anime concepts, but I thought the idea around Isekai was that you are transported into the game/story world. So, wouldn't that force you to play Human by definition?

Bingo. Especially when what they've done to trigger the comments telllimf them to "play something else" is ask how to extend the thing they already like, or to replace some subsystem that is so clealy not core to the game.

But with 5e, there are also just so many third party releases that you can also replace core systems, like magic, with little difficulty, and people know it.

They don't want to play something else. They're not ready to try something else. They want to keep their dragon ampersand and their dis/advantage rolls, and telling them they're doing something wrong by holding on to that isn't convincing. It just communicates that other games are played by fucking assholes with boundary issues.

 

Redditor r/The-Magic-Sword has been diligently covering the Paizocon panels, as is their custom, live-blogging them in... uhh... GDocs. Links below!

Paizocon 2025 Keynote Live Write-Up

Paizocon 2025 Hellfire Crisis Live Writeup

Paizocon 2025 Starfinder Release Starmap Live Writeup

Paizocon 2025 World of Lost Omens Live Writeup

 

Over on Reddit, u/Duck_Suit has announced a Google Docs-based tool for quickly filtering spells based on mechanical criteria and casting options. Currently, it's supporting Rank 1 spells, but they intend to flesh it out up to Rank 10.

Seems like a decent little offline resource for caster players.

Original post below:


I love playing spell casters, but the honest truth is that there is an intimidatingly large number of PF2e spells and there is currently no great way of filtering those spells or directly comparing them. Having so many spell options should be an awesome part of the game, not a un-parsable barrier.

For this reason, I have been developing Keth's Spellbook:

https://sites.google.com/view/kethsspellbook?usp=sharing

The spellbook allows magic users to quickly filter spells based on essentially any mechanical criteria, heighten spells and adjust casting options, and create personal spell list.

I have had a lot of fun making and using this resource and I think you will enjoy it as well. Please visit the website above to check it out for yourself! Consider leaving feedback here or at the bottom of the website so that I can take it into consideration for future versions.

Note: The beta contains all 227 available Rank 1 spell and cantrips from the 4 standard magic traditions for the PF2e remaster, though I plan to include all spells to Rank 10 in the future (including class-specific spells and Starfinder 2e spells). Be on the lookout for updates to the spellbook!

Note: I know and love Archive of Nethys. In fact, every spell in the spellbook has a link to its AoN entry for reference. However, I think that this spellbook adds to what is available on AoN and is not redundant with it. Spell filtering on AoN is a bit obtuse in my opinion.


9
submitted 2 months ago* (last edited 2 months ago) by kichae@wanderingadventure.party to c/pathfinder@ttrpg.network
 

cross-posted from r/Pathfinder2e


TL;DR: Turning the difficulty slider down can give a different experience that is still fun!

Let me start by saying I love PF2e. It's not perfect but its my favorite high fantasy system that I've played and the main group I play with has been running 2e for a few years now and it has entirely been run in the DMs homebrew world (so no APs). All encounters are made by the DM.

One thing I noticed after a while is that my experience was different than the experience of others based on posts in this sub. A lot of the discourse focuses on "the value of a +1 bonus" or "Spellcasters aren't actually weak" or around how to optimize or use teamwork to deal with severe encounters. All of which is super interesting but I think might be scary to a new person whos curious about the "vibe" of PF2e (particularly folks who might be emigrating from 5e). Its my understanding that a lot of this discussion came about due to some of the early APs being overtuned and kind of requiring optimizations and strategic thinking so I think its helpful to have those discussions for people running those types of campaigns but I wanted to offer a perspective from the other end of the difficulty scale.

As I said, the table I play in is a homebrew setting and the campaign is entirely the work of our lovely DM. The story is interesting, our characters are fun, and the encounters are interesting but... the difficulty very rarely rises above moderate. Early on when we were first getting used to the system there were a few encounters in the hard range that I think caught us off guard and the DM dialed back the difficulty and since then as never really ramped it up much other than for the occasional boss at the end of an arc. Most encounters also lean towards the "lots of lower level dudes" as opposed to "one big monster" which I think also contributes to the difference in tone.

At first I was kind of leery of this cause I enjoy some crunch and tactics (as do most of the people at the table) but I now realize that it's pretty liberating. Knowing that I don't need to squeek out every possible bonus really expands the options available. When optimizing there tends to be options that are just flat better than others (this is far less an issue in 2e than in other systems, mind you) and if you're expecting to run into a severe encounter then "every +1 matters" becomes really really true. Choosing to take a suboptimal feat or spell or choosing to do an interesting but tactically unsound action can become real liability. But when you know that you can still pretty reliably hit even without flanking for offguard then you can start doing funny stuff without holding back your party.

This is especially true for spellcasters. I don't think spellcasters are underpowered in 2e, but I do think that there are a lot of spells that sound cool but mechanically just don't do enough. Well in our campaign, since everything tends to be lower level, suddenly those incapacitation spells start working as you fantasize them working. Hordes of mooks make wizards feel like gods again without overshadowing the "boss" encounters.

On the other side of the screen I feel like this also made things a bit more fun for our DM. If winning or losing fights aren't as uncertain then you can start adding in extra variables without the fear of going to far. There was a point where I noticed that he started to get a lot more creative with the combat arenas. For example one fight was against a group of goblins all PL-2 or less. On paper probably a moderate encounter. But the fight took place on a series of suspended platforms over a bottomless pit, where everyone needed to hop from platform to platform. The goblins had a mix of shooters and bruisers who were trying to push us off the platforms. There was tension, there was drama, and there was silliness which made for an extremely rememberable encounter even though in hindsight the actual risk was relatively small.

Most of the "Drama" comes from the sandboxy nature of the campaign. The choices we make outside of combat tends to have the biggest effects.

In summary, this is just a post that says the difficulty slider can be turned down as well as up and the game is still fun. I've played it both ways with various groups and I see the benefits of both.


I really liked this post by u/Slavasonic over on Reddit. Not only does it reflect my own experience running a beer-and-pretzles game with childen (a pop-and-chips game?), but it's actually not been down-voted into a smoking crater, which means it's probably doing something to connect with people that I've not yet figured out.

As my table continues to evolve, I've become increasingly enthusiastic about 2e's effectiveness in more casual games, and as a story engine for narrative and character-driven play. It provides a full "physics" engine in the box that I can tune to my heart's desires. The result has been really great, and discussion of it has gotten a ton of pushback by the community over on Reddit.

Edit: NodeBB seems to be hijacking the blockquote formatting, so I'm switching to horizontal-rules to encapsulate the quoted post.

 

Spend almost any amount of time below the fold of the Internet and you're likely to come across someone smugly repeating their junior high grammar lessons in front of the whole of humanity. They're telling someone they shouldn't've used “should of”, that it's not OK to use “its”, and that they're nauseated by people claiming to feel nauseous. Or that you can't start a sentence with a conjunction, even!

Large scale social media tends towards competitive spaces, where participants are jockeying for likes, shares, up-votes, or some other form of passive micro-validation just in order to get eyeballs on what they have to say and to feel heard. Ironically, this tends to limit what someone can say, boiling a discussion down to a few choice strategies for gaining social approval. 

One of these strategies is flexing their intelligence by being technically correct, something that leads to engage in prescriptive rhetoric, like such as over-correcting someone's grammar, even when everyone around understood what the original speaker was trying to say.

TTRPG discussion tends towards prescriptivism as a mater of course, since rule sets are, well, prescriptions for playing the game. Rules also – generally speaking at least – have a singularly defined intent behind their existence, which while sometimes debatable, are not usually meant to be open to interpretation. Or, at least, this is the common conceit of spaces dedicated to discussing said rules. As a “crunchy” rule set with a specific focus on balance – and therefore on math and numerics – Pathfinder Second Edition discussions are especially prone to this kind of thing. 

I mean, it makes sense, right? The game has a lot of rules! Clearly it wants to be viewed through a prescriptivist, mechanics-first lens!

Right?

But what if it doesn't? 

What if the more natural lens to view the game through is not the one that low-key paints it out to be an overly-needy and insufferable pedant? What if, instead, the designers knew they were making an imagination game built for co-operative storytelling, and not just Lord of the Rings X-COM with an atrocious frame rate? How might we interpret the the rules then?

While the prescriptive view of the rules leads to a mechanics-first understanding of the game, a descriptive view supports a fiction-first one, and smooths over a lot of the rough edges that new players who are more accustomed to a less rigid form of play experience when trying out the game for the first time. For instance, many players coming from 3.5 or 5e take issue with the game's ‘Action’ framework, where every thing that characters do in the game is filtered through pre-defined Actions such as Strike, Trip, Shove, Sense Motive, Seek, Take Cover, etc. They come across the fairly long list of basic Actions and see them as meaning that the game is finicky, and even demanding. Some even end up feeling that players are confined to only do things that are ‘pre-approved’ by the list.

You know, because game rules are ‘supposed’ to tell you what players are supposed to, or allowed to, do.

The descriptive interpretation of Basic Actions, though, is that they are describing typical play, and act as examples to the GM about how to handle rulings for the most common or useful cases, providing a framework for improvising actions in the process. Anyone familiar with other d20 fantasy games should quickly recognize that most Actions are just descriptions of skill checks, anyway, sometimes with a little rider or critical success/failure effect.  

The prescriptive, mechanics-first lens, then, has this tendency to make play sound very clinical, e.g.: 

> Player 1: “I use the Stride Action to approach the enemy, the Trip Action, and the Strike Action with my longsword.” > > Player 2: I use the Cast a Spell Activity to cast Fireball, and then use the Cast a Spell Activity to cast Shield.

even though this would sound totally bizarre and foreign to even most tactically invested tables. The fiction-first approach, though, sounds more natural (and also doesn't require the player to remember the specific names of the various Actions):

> Player 1: “I charge the enemy, trying to knock him to the ground before attacking with my longsword!” > > Player 2: I cast Fireball, and then… umm… cast Shield.

Here, it's up to the GM to decide what “knocking the enemy to the ground” means, but the most common ruling for this is going to end up being “roll Athletics against Reflex” or “roll Athletics against Fortitude”. The game defines Trip by the former, and Reflex is, in fact, the save that makes the most sense if you're trying to describe the reality of getting knocked off your feet – keeping yourself on your feet is usually more a feat of dexterity than it is of whatever “constitution” is! 

“But what if the GM picks Fortitude, like a stupid, uneducated philistine?," I hear you ask. "Doesn't that break the tactical element of the game?” And yes, it kind of does! It would buff the defences of low Ref monsters, potentially considerably. If your table is concerned about maintaining good tactical hygiene, it's important for GMs to either remember that Trip is Ref and Shove is Fort, or have a strong enough understanding of hand-to-hand combat to intuitively know what is a DEX-based save and what is a CON-based one. But if your table isn't concerned about tactical hygiene? 

Then it probably doesn't matter. 

And if your table is concerned about it, but it's somebody else's table that's running it that way, it definitely doesn't matter to you

I know this all sounds pretty pedantic so far. Really, what's the big difference between being more formal and stiff with describing your turn vs being more fluid and narrative? At the end of the day, the math is all the same, and the game ends up playing the same way, right?

Well, things start to diverge pretty quickly once you start pointing your descriptive lens at various elements of the game. 

The Game Expects…

It is sometimes shocking how demanding some people believe the game to be. Every time I turn around, it feels like someone is telling a new player or a struggling GM that “the game expects” this, and “the game expects” that, and every time I see it I'm left wondering if people bought very different books than I did, or if the Archives of Nethys are serving up very different pages to me, for it seems like they're playing a very different game than the one I engage in each week. 

“The game expects" is, of course, the catchphrase of prescriptivism. 

The most common topics subject to this line of thinking are things like: 

  • player conditions ("the game expects everyone to be at full health at the start of battle") 
  • loot ("the game expects you to have [x] gold at level [n]")
  • encounter size ("the game expects battles to have budgets of no more than 160 XP") 
  • character stat distributions ("the game expects you to have a +4 in your key attribute" or “the game expects you to have potency and striking runes by level [n]”). 

All of these statements regularly bring the system into conflict with new players and GMs – particularly those coming from 5e – and, importantly, literally none of them are true. But at this point, they're all practically dogma to the most vocal parts of the online Pathfinder 2e community.

The descriptive lens on these elements are that these are mostly – the first three, in particular – just signposts, or marked gradations that are useful for reference: If you build an 80 XP encounter, it will present a Moderate threat to a party of 4 who are at full HP; if your encounter has 120 HP, it will use significant party resources, and may even turn deadly, for a party of 4 at full health; etc. If your party is at half their max HP, however, the counters could end up being much more difficult! If you build a 100 XP encounter, it will be more dangerous than an 80 XP fight! 

Importantly, you do not need to decide on the difficulty of the encounter before you build it. You can, instead, decide that there's a Goblin raiding camp over this hill, and it just so happens to have 5 Goblin Commandos, 2 Goblin Pyros, and 20 Goblin Warriors in it, just come back from a successful raid. For a party of 4 Level 3 adventurers, this camp represents a 100 + 40 + 200 = 340 XP encounter, which is more than twice the power budget of an Extreme encounter. As a GM, you know that this camp is a problem for your party.

But the game is about finding solutions to problems, is it not?

The prescriptive lens says that this encounter is illegal – outside the bounds of the rules – since the encounter barometer caps off at 160 XP, but the descriptive lens just says “sounds like the party's going to get messed up right some good”. 

A similar thing plays out if we look at the Treasure by Level table. The prescriptivist view is that players must get 3 Level 1 consumables, 2 Level 2 consumables, 2 permanent items of both Level 1 and Level 2, plus 40 gold in coin and disposable treasure over the span of Level 1. They shall not receive less, and they should not receive more (within reason)! If the GM does not give them their allotted entitlement, then that GM is starving the PCs and depriving their players of the Proper Pathfinder Experience! And they're just running the game wrong!

But the thing is, this requires GMs to craft encounters that have just the right loot buried in them, or to create environments that have just the right amount of treasure for reasons beyond reasonable explanation. Shouldn't the environment the players find themselves in dictate how much loot, and of what kind, the players find? Shouldn't the amount of effort players put into actually looking for loot matter? The descriptivist GM would say so, but the (strawman) prescriptiveist would say that their Level 1 players find 40 gp and some healing potions for robbing a bank, and in the process they might only come across a couple of guards, throwing themselves at them black ninja style. 

Through the descriptivist lens, the Treasure by Level table just tells us where the sweet spot in the power curve is. At each level, a certain amount of the player's power budget is taken up by items and gear, and the Treasure by Level table marks off where the standard is for each level. A player who has significantly less than listed will be less powerful than the ‘Standard’ character of their level, and the one who has significantly more than what's listed will be more powerful. But being below or above the curve isn't a problem through this lens, it's just a description of the current state of the game. If players are under the curve, they may find 80 XP encounters a little harder than the ‘Moderate’ description, and if they're over it, they'll find them a little easier. 

And that's OK.

The Prescriptive Lens and Tactical Power Gaming

Things like battle budgets and treasure tables make sense as things people would see as dictated by the game, since they are directly part of the text of the rule books. Even though the game text does not come out and directly use the word "should" when discussing these topics, it's totally logical that a new GM is going to look at them and say "this is what the game recommends". And for a new table, these do a huge amount of the heavy lifting with respect to providing predictable combat encounters, which are touted as one of the major selling points of the system.

But where do these ideas around players being 'expected' to have full health, or 'needing' to have a +4 in their key attribute come from? They're not found in any of the rule books! At least, not explicitly. And they're not things that new players or GMs would necessarily intuit from reading the text.

Many argue that the the received wisdom of always having full health is a corollary of the encounter building system, since fights are bigger threats than advertised if players are significantly lacking in resources. For some reason, however, the only resource people seem to insist that players should not be lacking is HP, even though the designers will specifically call out Spell Slots, Focus Points, and even consumables when discussing the topic. The idea that player are entitled to full spell slots, free potions, or a flight of Alchemist's Fire just never seems to come up.

The real clue is in the rhetoric around the key ability modifier. Again, not something that comes up anywhere in the system's library, the received wisdom to maximize this value comes from the fact that it optimizes damage. And if you spend time observing the community's attitudes towards sub-optimal play, things really start to snap into focus.

The majority of online discussions about Pathfinder 2e are quietly, almost secretly, power gaming or optimization discussions, regardless of whether the people initiating the discussion are seeking optimization advice. Some fans have even argued that the expectation of optimization is baked into the game's core, built on top of the assumption that the game is really a tactical combat game wearing the skin of a roleplaying game. Power gamers and tactical combat game fans both love rigid systems and predictable math, and Pathfinder 2e provides plenty of the latter. The game can easily and much more reliably present what these groups are looking for than many other systems out there, especially if they also want in on that d20 fantasy lifestyle. But the idea that it's a roleplaying game second?

This is a thesis that I, personally, vigorously and wholeheartedly reject.

The game can be a rigid, tactical power game, if that's how you want to utilize the the tools in its toolbox. And if it is, more power to you. I'm really quite incredibly glad the game can be played in that way, both because I like a big tent, and also because I like the occasional tactical combat game (Mario + Rabbids Kingdom Battle is by far my favourite game I got from Ubisoft during my tenure with the company), but it can also be a lot of other things, depending on how you utilize those tools.

Because that's what the rules are: Tools to help you craft a gaming experience tailored to your table. And these tools work just as well, and make just as much sense -- if not more -- if viewed through a descriptive, fiction-first lens. And playing the game in a fiction-first way quickly highlights that Pathfinder 2e is a very flexible, kitchen-sink fantasy RPG that is just as good at being a collective storytelling engine as it is at being a crunchy, mechanics-first tactical sword and sorcery game.

It doesn't get nearly as much credit or attention for this as it deserves.

 

This was the largest encounter I've ever run, and what an experience it was! I learned as much from this one fight as I have from months of adventure prep and minor encounters.

We're a very casual table, just me, my partner, my step-son and a friend, running short (~90 minutes) sessions every week or two. We're progressing slowly, and levelling up even more slowly. I decided early on, due to the material I've, uh, stolen my ideas from, that level progression would be locked to McGuffin acquisition, but speed with which the party is actually getting their hands on these objects is much slower than I had initially expected.

We've settled into a tick-tock adventure cadence, then, with mid-level power-ups being added via gold and item injections into keep everyone happy. Which is all to say, when the players level up, it's a big deal, and I've taken to giving them something worthy of their new powers to cut their teeth on.

This time, we'd been running the Forge of Fury, which I converted as we went.

Consider this a spoiler warning for this 25 year old module!

Hiding in the third section of the dungeon -- known as the Foundry -- was the party's second McGuffin, and after some unexpectedly friendly interactions with a group of Hryngars (nee Duergars), a frightening from an Allip, and a really awkward discussion with a crypto-succubus, they managed to find their level-up trinket.

The original adventure hook for the module was to go searching for some ancient +1 weapons, or some such, but that seemed like some pretty weak sauce. The intent was also for players to delve too deep and encounter Nightwing, the black dragon and its hoard of gold, but I'd sent the players in there looking for an NPC and a McGuffin, and have a setting where dragons are very rare, and where at least some of the enemies are (unbeknowst to the players) trying to resurrect a dragon, so just throwing one at the players early in the campaign would be kind of undermining.

So I threw zombies at them, instead. A lot of zombies.

Forge of Fury has a Xulgath (nee Troglodyte) den on the second level, and that is where I stuffed the NPC they were trying to find/rescue. Unfortunately, the party bypassed the den, and took the outer route around the outskirts of the dungeon. This meant that the amped up Drow Sorceress/Necromancer I had following them had some bodies she could unalive and then un-unalive.

Not exactly RAW, of course, since it takes a full day to use the Create Undead ritual for a single target, but the players don't know this, and what they don't know can't hurt them. Besides, Summon Undead is a Rank 1 spell. *shrug*

The players return to the main hall, new power-up in hand, to discover the troop of friendly Duergars fighting a large wave of shambling Troglodytes (a Level 4 Shambling Troop).

It's at this point that I hand them the stat blocks for the Duergars and a list of names that they will be playing. Each of them got 2 Duergars Sharpshooters and a Duergar specialist of some type to play, which I expected them to use as cannon fodder.

Each round, I unleashed new creatures onto the battle field. First, it was spiders (four Hunting Spiders and a Huge Spider Swarm), then it was the missing NPC's party (2 human Zombie Shamblers), then it was the Xulgath leader and an Orc captive (2 Zombie Brutes). Some skeletal warriors and a Ragewight followed this, before themselves being followed by the boss: A custom built undead anti-paladin, representing the NPC they failed to save.

The battle was chaos, in the best way. Even with this giant roster of enemies, the players got a turn every couple of enemies, and my partner seemed really into the idea of running multiple creatures, and letting the dice determine their personalities.

This was also the encounter where I decided to say "ok, fuck it" more often. As we've played, I've been increasingly convinced that PF2 not just works as a fiction-first game, but plays better that way. I've lacked the confidence to truly give in to this idea at the table though. But with three other characters at her fingertips, all of them martials, my partner started mulling over her character sheet less, and just... dropped her knees into the boss's back. The NPC was tied up at this point, and prone, thanks to a critically successful bola attack, so there wasn't a whole lot he could do about this. I thought about it for a second and decided that it sounded like an unarmed strike to me. But it also sounded like she was now on top of the guy. Like, that's what happens when you drive your knees into a prone person's back, right? So, I threw caution to the wind, let the fiction take over, and told her "you're now sitting on top of him".

The light in her eyes at hearing that was magical.

On his turn the NPC shook her off, broke his bonds, and got to his feet. The battle resumed, but something had changed. The players now understood that they had permission to try things, and I had confidence that I could decide whether what they were trying made sense, and, importantly, what potential outcomes made sense.

The fight ended a couple of rounds later, the boss disarmed (they thought to kick his sword away) and once more knocked to the ground. The party's Guardian did a Smash Bros. style leaping downward strike with his sword, pinning him in place, while two enlarged Duergars stomped a mudhole in him. After four sessions, and nine rounds of combat, the battle was won, and the module was complete.

And my table finally started seeing the game through their characters' eyes, as a world where they can try to get away with anything.

view more: next ›