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Chebucto Regional Softball Club

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  3. The sheer number of options is the best thing about Pathfinder. It's also the worst.
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

The sheer number of options is the best thing about Pathfinder. It's also the worst.

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  • ? Guest
    I wouldn't know I make all my choices based on sheer Rule of Cool-ness -- I start with a vibe and build for that. BUT. None of my GMs are tryhards, so maybe if I brought my characters to a tryhard session they'd get wiped.
    festnt@sh.itjust.worksF This user is from outside of this forum
    festnt@sh.itjust.worksF This user is from outside of this forum
    festnt@sh.itjust.works
    wrote on last edited by
    #42
    honestly choosing the coolest thing every time is probably the best way to build a character maybe, but for tryhard games you'd make a tryhard character anyway
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    • M mnemonicmonkeys@sh.itjust.works
      Eh, there's at least 1 exception: toxicologist alchemist. Especially if you're about to play Abomination vaults
      festnt@sh.itjust.worksF This user is from outside of this forum
      festnt@sh.itjust.worksF This user is from outside of this forum
      festnt@sh.itjust.works
      wrote on last edited by
      #43
      hmm why is that?
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      • festnt@sh.itjust.worksF festnt@sh.itjust.works
        honestly choosing the coolest thing every time is probably the best way to build a character maybe, but for tryhard games you'd make a tryhard character anyway
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        Guest
        wrote on last edited by
        #44
        > maybe, but for tryhard games you’d make a tryhard character anyway > That's the thing though I have no idea how. Since PF2 came out I got by just fine on making unique and fun but _entirely_ unoptimised characters. So I never bothered _learning_ what synergises with what to make a tryhard character.
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        • ? Guest
          > maybe, but for tryhard games you’d make a tryhard character anyway > That's the thing though I have no idea how. Since PF2 came out I got by just fine on making unique and fun but _entirely_ unoptimised characters. So I never bothered _learning_ what synergises with what to make a tryhard character.
          festnt@sh.itjust.worksF This user is from outside of this forum
          festnt@sh.itjust.worksF This user is from outside of this forum
          festnt@sh.itjust.works
          wrote on last edited by
          #45
          oh well you'd just have to play a bunch of characters and see what is strongest or watch videos about optimizing characters. there are a bunch of those (a couple of youtube channels i'd recommend for that are swingripper and mathfinder)
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          • ? Guest
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            Guest
            wrote on last edited by
            #46
            *Laughs in GURPS*
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            • ? Guest
              *Laughs in GURPS*
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              Guest
              wrote on last edited by
              #47
              Oh man, I really tried it one time.... But I couldn't really wrap my head around it, nor get my players to learn it. Also I wanted some pre-made monsters to toss into an encounter... Couldn't find anything like that. You have to make every monster from scratch? I might be remembering that wrong.
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              • ? Guest
                Oh man, I really tried it one time.... But I couldn't really wrap my head around it, nor get my players to learn it. Also I wanted some pre-made monsters to toss into an encounter... Couldn't find anything like that. You have to make every monster from scratch? I might be remembering that wrong.
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                Guest
                wrote on last edited by
                #48
                You can do that in Dungeon Fantasy, which is basically just GURPS with a bunch of pre-made classes and stuff. But the strength of regular GURPS is the ability to handle any idea you can throw at it. It really shines when making your genre-bent homebrew come to life. Once you get comfortable with how the system scales things, you can really just wing it with monsters on the fly.
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                • M mnemonicmonkeys@sh.itjust.works
                  Eh, there's at least 1 exception: toxicologist alchemist. Especially if you're about to play Abomination vaults
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                  Guest
                  wrote on last edited by
                  #49
                  Toxicology got some buffs in the remaster that let them morph poison damage to acid if its favorable, iirc
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                  • festnt@sh.itjust.worksF festnt@sh.itjust.works
                    hmm why is that?
                    M This user is from outside of this forum
                    M This user is from outside of this forum
                    mnemonicmonkeys@sh.itjust.works
                    wrote on last edited by
                    #50
                    Lots of creature types are immune to poison, such as undead and automatons. And there's a *lot* of undead in the Abomination Vaults campaign. Plus, there's a lot of poisons that are very underwhelming. Especially ones that have an onset period; those are essentially useless in combat
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                    • ? Guest
                      Pathfinder is for my soul. I live off that crunchy shit. however 8 different spells from 11 different books that all give +1 to profession (tailor) checks at night time may have been a poor design choice
                      S This user is from outside of this forum
                      S This user is from outside of this forum
                      shyfer@ttrpg.network
                      wrote last edited by
                      #51
                      Haha we used to live for that shit in the days of 3e/3.5
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                      • ? Guest
                        Oh man, I really tried it one time.... But I couldn't really wrap my head around it, nor get my players to learn it. Also I wanted some pre-made monsters to toss into an encounter... Couldn't find anything like that. You have to make every monster from scratch? I might be remembering that wrong.
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                        Guest
                        wrote last edited by
                        #52
                        There are a few places I've found with lots of prebuilt monsters for GURPS, though they aren't really consolidated in one place. I usually look through one if the following if I want something prebuilt: - the creatures of the night books (mostly solitary monsters you could design an adventure around, with suggestions for each one) - the fantasy bestiary (lots of generic and mythological monsters from all over the world, with stats and descriptions for each one) - dungeon fantasy monsters 1-3 (lots of monsters, kinda built with dungeon fantasy settings and power levels in mind) - the gurps repository also has tons of free and generic statblocks
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                        • ? Guest
                          Pathfinder is for my soul. I live off that crunchy shit. however 8 different spells from 11 different books that all give +1 to profession (tailor) checks at night time may have been a poor design choice
                          swedneck@discuss.tchncs.deS This user is from outside of this forum
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                          swedneck@discuss.tchncs.de
                          wrote last edited by
                          #53
                          finally i can play out my fantasy of being a were-tailor
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