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Chebucto Regional Softball Club

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  2. Uncategorized
  3. No, really, I just care about hygiene
A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

No, really, I just care about hygiene

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rpgmemes
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  • J jjjalljs@ttrpg.network
    > My character has grown in power, why is the rat from the beginning still able to down me? I read an article online somewhere about bounded accuracy, and it brought a question like that as a litmus test for if you like the idea. Should a novice archer, no matter how lucky they are, be able to shoot the ominous black knight? For a scratch? Or a lucky hit in the throat? D&D 3e says no. You can only hit them on a natural 20. I think PF2e also says no in the same way. D&D 5e tried to say yes, the archer should be able to hit the knight. The knight's armor is probably ~22, and the archer is rolling at +5, so there's decent odds. But he certainly won't be able to kill him, because HP is what scales up with power. Other systems are more deadly. Personally, I don't like the "these goblins can't even touch me anymore" mode that much. I prefer less superhero heroics, where a goblin with a knife can be a real threat
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    wrote last edited by
    #75
    Sure but Pathfinder 2E is explicitly about teamwork and positioning. One archer will not be able to hit the death knight unless it's very lucky (which IMHO makes sense), but an archer supported by some melee fighters flanking the knight and giving them some off-guard malus has way better odds. "Every +1 matters" is true for both the party and the NPCs I understand heroic fantasy not being your cup of tea, that's the beauty of having lots of RPGs to choose from. But beware of thinking that bounded accuracy makes things more gritty. In my experience it just makes things more heroic for the party (which can now take down a dragon at level 2) and just breaks down after the first dozen levels
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    • I ilinamorato@lemmy.world
      I'm a gunslinger in one of the games I play in, and yeah, I don't do barbarian numbers, but I hold my own, and it is a FUN class to play. I built a dual-wielder with the hopes that it would play like Han Solo running down the hallway shooting back at stormtroopers, and it delivers. Plus, being 60 feet away means that I can help everyone do damage at once. It makes the party happy, too.
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      wrote last edited by
      #76
      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.
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      • ? Guest
        Re: oracle Being a divine spontaneous caster fucks; your entire spell list is Heal if you need it, and literally anything else if you don't. And trading a spell/day and slightly smaller repertoire for some extra durability is generally worth it in my experience. Also Divine Access means you can pretty much pick whatever spells you want, and more as more gods come out or you and your GM make some more. I liked the focus spells more back when battle oracles weren't hit with the nerf bat and could literally just be the juggernaut whenever they got cursed
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        wrote last edited by
        #77
        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.
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        • ? Guest
          There's literally a book called *How to be a GURPS GM* that's how a pretty good blend of system agnostic and GURPS specific advice. Additionally, Chris Normand has a pretty good Intro to GURPS busy series on YouTube
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          wrote last edited by
          #78
          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.
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          • B bartydecanter@lemmy.sdf.org
            This post did not contain any content.
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            wrote last edited by
            #79
            I've come to the conclusion that 3.5e was the peak of TTRPG and frankly I've just decided I'm going to go back to that. It's not like there isn't plenty of 3.5e materials to use.
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            • B bartydecanter@lemmy.sdf.org
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              wrote last edited by
              #80
              Pathfinder is D&Ds brother that studied business and economy instead of theater
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              • B bartydecanter@lemmy.sdf.org
                Here's my list: - It scales very well from level 1-20. The math just works at all levels of play. - 3 action rounds - Encounter design and balancing is easy for the busy GM - All of the classes are good, flavorful, and have interesting options - Teamwork is highly encouraged through class and ability design - Martial/Caster/Support balance - Degrees of success/failure - Easy, free access to the [rules](https://2e.aonprd.com/) - [The ORC license](https://paizo.com/orclicense) - [https://pathbuilder2e.com/ ](https://pathbuilder2e.com/) - Pathfinder Society Organized play is well done and well supported by Paizo - The rune system for magic weapons/armor
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                Guest
                wrote last edited by
                #81
                You forgot counteracting. So effin elegant!
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                • ? Guest
                  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.
                  I This user is from outside of this forum
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                  ilinamorato@lemmy.world
                  wrote last edited by
                  #82
                  That's awesome. I haven't gotten my head around a swashbuckler myself, but the ones I've seen play definitely feel like they're "of a kind" with gunslingers. It's worth noting, too, that the gunslinger "way" that you choose will define a lot of how the class plays. My pistolero's quick, seemingly careless gunplay will feel very different from someone who builds a sniper and is much more methodical and sneaky.
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                  • ? Guest
                    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.
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                    wrote last edited by
                    #83
                    They have several setting/adventure books, a lot of IPs choose to my heart: Star Trek, Discworld, Girl Genius. You can get their *Infinite Worlds* book which is kinda the default setting. It's a multiverse thing so technically your homebrew is canon, but they lay out a bunch of What-if settings like "What if the Nazis won?" or "What if Rome never fell?". There's also Dungeon Fantasy, which is a Powered by GURPS module which gives you pre-built character templates and enemy stat blocks and adventures and stuff. If you're used to D&D, it's a fairly gentle transition with familiar themes. The thing about the challenges and side interactions though, is that once you get a feel for setting difficulty modifiers, you can import that stuff from anywhere. The best part of GURPS is running homebrew. Its strength is that you can write any scenario you want, with the confidence that you *can* make it work mechanically somehow. The people on the Discord are generally pretty helpful if you need help, although just about anything you want to do has already been theory crafted on the Steve Jackson Games forum.
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                    • ? Guest
                      Wait, your party works together?? Wish mine did that.
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                      mnemonicmonkeys@sh.itjust.works
                      wrote last edited by
                      #84
                      Very rarely I just wish I could be a player in a PF2E game for once because I love playing support classes
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