What's the proper way to quickly switch out maps?

I wanted to experiment with DMing on TTS for a change, but I've been wracking my head on how to quickly switch battlemaps/visual aids on the table, especially ones that are made of interconnected 3D objects? Of course, just planting them like you would do it on a real table is impractical, and I assume you can use "Additive load" for this, pre-making maps and then loading them in whenever necessary, but that entails making a whole-ass table for each map, which seems excessive. Is this the proper way, or are there better ways to switch between "table states"?

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u/LostRegret9000 — 3 hours ago

Items for the whole party

There are hundrers of threads, asking for items, that would suit a particular character, build or flavor. Most of the times you get your usual suspects: fundamental runes, skill/perception items and staves, with a cheeky "Second level wand of Tailwind" suggestion, quickly turning into a full-blow civil war over the balance of this wand and stepping on the heels of classes and abilities, that grant status bonuses to speed.

However, there are things that are just good to support the whole party, that are talked about much rarer. With battlecry, we received a whole category of "party items" in the form of banners (all uncommon/rare, because, god forbid, we have teamwork in our teamwork-based game!), but even aside from those, there are still few great ways to invest gold, that benefit the whole party.

What other items like those are there? Which, if any, did your party use, and how much did you enjoy them?

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u/LostRegret9000 — 20 hours ago
▲ 45 r/3d6

Are Paladins the best Dual Wielders currently in the game?

After the buffs, two-weapon fighting has become one of the strongest combat styles from a damage perspective, especially in the first two tiers, where GWM's impact is still relatively small. As long as you have some per-hit damage rider, two weapon fighting gives you an excellent DPR by virtue of multiplying it's effects.

Out of current classes, there are 3 that have pretty easy and reliable access to damage riders for their attacks: Rangers, Paladins and Barbarians.

Rangers are the traditional poster children for TWF, thanks to Hunter's Mark and the classic copyrighted drow persona, sporting some of the highest DPR in Tier 1. At level 1, they put out 2d6 (weapon) + 6 (ability modifier) + 2d6 (HM), averaging 20 damage per round before accounting for Vex or hit chance. That's huge - for comparison, a generic greatsword user deals 2d6 (weapon) + 3 (ability modifier), averaging 10 damage, plus a bit more from Graze, or roughly half as much of TWF user.

However, Rangers run into several glaring issues at later levels. Their class features after Extra Attack are unimpressive at best, and their main damage steroid clogs both your concentration and your bonus action whenever a target dies. For a gish with multiple strong concentration and bonus action spells, that's already a problem. For a Dual Wielder, with a quarter of their damage tied to their bonus action, it's outright painful. Most of your spell slots end up being reserved for Shield or Absorb Elements.

Barbarian is another option. Rage provides a solid flat +2 damage per hit, although it doesn't scale particularly well, while also granting resistance to many of the damage types you're likely to encounter. The glory days of Totem Barbarians effectively having triple the EHP of other characters are gone, but Rage remains a potent defensive tool.

That said, Barbarians lack access to Fighting Styles, making a dip almost mandatory since TWF is too valuable to ignore. They also don't benefit much from Reckless Attack (or Brutal Strike), because most light weapons already have Vex. Many subclass features, such as Battering Roots or Retaliation, are either weaker or don't function properly unless you engage in excessive weapon juggling, which many tables don't allow. There's also the small matter of, well... not having spells.

But what about Paladin?

Well, an observant reader may say "wait a minute, he doesn't have any damage riders!", which would be only partially correct. While paladin doesn't have a damage rider in class, he has spellcasting in class. And some people consider spellcasting a neat thing to have.

Among their spells is Divine Favor, a bonus action spell that grants 1d4 radiant damage on every weapon hit for one minute, with no strings attached. While it's slightly behind the Ranger, and only 0.5 average damage per hit ahead of an early-game Barbarian, it still produces respectable numbers.

At level 1, you're dealing 2d6 (weapon) + 6 (ability modifier) + 2d4 (DF), averaging 18 damage per round. By level 5, after picking up Dual Wielder and Extra Attack, that becomes 4d6 (weapon) + 16 (ability modifier) + 4d4 (DF), averaging 40 damage per round before accounting for Vex.

For comparison, a GWM user (who, importantly, has a 1 AC advantage thanks to the Defense Fighting Style) with a greatsword deals 4d6 (weapon) + 8 (ability modifier) + 2d4 (DF) + 6 (GWM), averaging 33 damage per round before Graze. Hew adds another 2d6 + 4 + 1d4, averaging 13.5 extra damage if it triggers.

The Ranger can still beat those numbers by about 4 damage. The difference is that Divine Favor doesn't require concentration. You're free to cast other concentration spells, take hits without risking your damage buff, and you never have to spend bonus actions reapplying it when targets die. It gives full value against weak enemies, strong enemies, bosses; with ranged attacks, melee attacks, and opportunity attacks alike.

A quick note on Divine Smite: yes, you have it, and yes, it also costs a bonus action to cast. Low level smites, on average, are a slight damage boost over BA attack - a smite is a guaranteed 9-ish damage, compared to your BA attack, which would be 1d6+3-4+1d4, or 9.5, with 65-ish% accuracy, a roughly 6.2 damage. From a damage perspective, that's not bad per se, but not great either - especially accounting for a fact, that it could've been a bless/shield of faith/shield slot instead, probably giving you more value, than 3.3 average damage bonus. But you still can use them to great effect - for example, if you need a debuff attached, you're an inch away from finishing your foe off, or rolling a crit - don't forget, you get to roll an extra attack per round, many of them with advantage, so your crit fishing game is pretty decent.

Even setting all of that aside, Paladins scale beautifully into higher tiers. Heavy armor gives you an immediate 1 AC advantage over most TWF classes. You gain excellent spellcasting, several outstanding auras, and, depending on your subclass, even Hunter's Mark if you really miss it. Most paladin levels are a joy to take.

But even that's not all. Level 11 is capstone for most games, and it's extremely solid one at that - you get a passive Divine Favor Sr. in the form of 1d8 extra damage on hit. Getting twice the attacks of big sword club gives you twice the value out of it.

Personally, I think an 18/18 Strength (or Dexterity)/Charisma split is stronger on a Paladin than a 20/16 split, though you can disagree. Higher Strength or Dexterity slightly favors TWF because ability modifier damage applies to more attacks, so there's no foul play there.

Assuming 18 Strength or Dexterity:

GWM:

4d6 (weapon) + 8 (ability modifier) + 8 (GWM) + 2d4 (DF) + 2d8 (DF Sr) = 44 average damage per round.

If Hew triggers, it adds another 2d6 + 4 + 1d4 + 1d8, averaging about 18 extra damage.

It's also worth mentioning that GWM has slightly stronger opportunity attacks, a mostly free bonus action, and can comfortably take the Defense Fighting Style.

TWF:

4d6 (weapon) + 16 (ability modifier) + 4d4 (DF) + 4d8 (DF Sr) = 57 average damage per round.

Once again, GWM needs Hew to trigger almost every round to pull ahead. Even at maximum GWM ramp-up, you're still looking at around 48 damage per round - less than TWF's baseline average.

Polearm Master narrows the gap by adding another bonus action attack and creating more opportunities for reaction attacks, while also providing additional battlefield control. However, at that point you're comparing two feats against one, and the opportunity cost becomes significant. Feats like Defensive Duelist, Heavy Armor Master, or Fey Touched all provide considerable value that a PAM + GWM build gives up.

There are, of course, other considerations. Magic weapons, Dragonmarks, party buffs, and campaign-specific factors can all change the picture. But at baseline, I don't think any class extracts more value from the TWF than the Paladin.

What are your thoughts? Have you played a TWF Paladin, and if so, how did it perform?

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u/LostRegret9000 — 3 days ago
▲ 8 r/3d6

Are there any way to bypass Variant Encumbrance?

I've jumped into a new campaign, which is mostly 2024, but it uses several optional rules from 2014 (coincidentally, they mostly fuck players over, but what can you do), with one of them being a variant encumbrance.

I need to make a new L3 character, and I've been looking into valor bard or something of this caliber. What I see tinkering around with character is that you, basically, always encumbered, unless you're doing a light armor dex build.

For a character with 17 STR (the max you can start with) you get 17 times 5, or 85 pounds of carrying capacity. Plate armor (65 lbs), clothes (4 lbs) and a greatsword (6 lbs) is 75 pounds - most of your carrying capacity. You've got 10 pounds to spare for whatever, but that's, basically a spare ranged weapon or a lamp. You can't even put on the bag of holding to reduce the weight you carry, because the bag itself puts you over the limit. Playing with any less STR (for example, an artificer or cleric) means you might as well tick off 10 speed and forget about counting weight altogether. There are similar-ish issues with medium armor (40-45 lbs) for valor bards, warlocks, normal artificers and so on.

There are really no "light" options for heavy armor users, and while there are lighter armor options for medium armor, they are really not that much better than light/mage armor with 16 dex anyway, so there are really no good reasons to even use them for AC.

It also seams, nothing really interacts with this variant rule, neither in 2014, nor in 2024. Powerful build, sizes, etc. only alter your maximum encumbrance, but do nothing about 5*strength weight threshold.

So, are there any options I'm missing, or are you just locked into light armor/eating speed penalty?

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u/LostRegret9000 — 5 days ago
▲ 18 r/40krpg

Where can i find fun Space Hulk battlemaps?

I've had plans to run a Deathwatch one-shot - nothing fancy, really, just your run of the mill "explore the Space Hulk" scenario. Doing some research, however, I found out that I actually have zero clue on how should Space Hulk interiors even look. Example adventure from Core Book doesn't actually has a Space Hulk to see, ready battlemaps are few and far between, and the closest thing in the form of "Space Hulk Tactics" really doesn't work either, because it's an extremely different medium, and maps are extremely cramped and bare-bones, with really little fun things to use in combat. I'm stumped, and have no idea on how do I design a map.

Could anyone in the community direct me towards some good Space Hulk maps or visual references to make one?

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u/LostRegret9000 — 8 days ago

How much do you care about your saving throws?

There is an underlying assumption in the community that "every +1 matters," which mostly stems from the game's extremely tight math combined with the +-10 DOS mechanic. What I find utterly fascinating, when I take a peek at many of the builds people present or recommend, is how little many people seem to care about investing in their saving throws compared to many other things.

Everyone considers it paramount to max out their attacking attribute and get their +X runes as soon as possible. Few people would even entertain the thought of not reaching their armor's AC cap, unless it's literally impossible to do so, such as for cloth casters or monks at early levels. Yet, a lot of the time, people are perfectly fine with not investing in Constitution (mostly on ranged characters) or, even more often, ignoring Wisdom. It's even "supported" by Paizo's design - for ancestries, Wisdom shares the distinction with Strength as the attribute most often penalized (largely because a Strength flaw is an intuitive fit for many smaller ancestries with slighter frames).

So, despite the outlook that "every +1 matters," saving throws often seem to be overlooked, even though failing them can be devastating for an individual PC. PCs, in most situations, aren't protected by traits like incapacitation or mindless, making them extremely vulnerable to many "save or die" effects. A single failed Suggestion spell, or something similar, can remove a PC (and, by extension, the player) from the encounter. Considering how long some difficult battles can last, that may mean both losing your character AND twiddling your thumbs for an hour or so.

Personally, I really dislike coming to a session to play only to end up sitting out an entire combat/hazard scene because of one failed roll. As a result, I usually aim to start with at least a +2 in three saving throw attributes, maybe lowering Dexterity if I know I'll have Bulwark, and then work toward a +4 by level 10 while picking up feats and save-boosting items (Cassisian Helmet, my beloved) whenever possible. I recognize that this often leads to same-y builds, which I find to be one of the bigger pain points when building characters.

But what about you? How much - or how little - do you invest in your saving throws?

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u/LostRegret9000 — 10 days ago

What's a good archetype for levels 6-8 for an archer?

I've been tinkering around with a fighter archer in FA with an animal companion (yes, I do dislike ranger, why would you ask?), and I feel pretty satisfied with what I've come up with. Our party is a Warpriest, Summoner, and Gun Inventor.

However, looking at two of my L6 and L8 feats, apart from further leveling my companion, there are very few things that I find appealing. Beastmaster feats are fine, but they don't seem too impactful. Level 6–8 fighter feats don't do much for ranged combat, and universal feats are kind of situational and fit "flexibility" feat slots much better.

At L10, I'm planning to grab the Sniping Duo dedication into Tag Team, which seems like an amazing piece of damage/support for a ranged character that doesn't get much use out of their reaction otherwise.

My general feat build is going to be something like:

1: Exacting Strike
2: PBS
2FA: Beastmaster Dedication
4: Mature Companion
4FA: Warden Spells (Heal Companion)
6, 6FA, 8: ?
8FA: Nimble Companion
10: Sniping Duo Dedication
10FA: Tag Team

My general game plan is something along the lines of:

Shot => Exacting Strike => Shot if ES misses + free Command Companion for one action OR Command Companion for two actions if ES hits.

However, I imagine there are often going to be cases where my companion is already flanking, so moving or making a second attack isn't going to do much, and I’ll just have this third action hanging.

So, I have those three feats available and have no idea what to do with them.

I've been thinking about dipping into Bard for Performance. With Martial Performance online, it's going to provide a lot of value for the cost of one action, with a couple of cantrips being a nice utility addition. However, I'm not a huge fan of needing +2 Charisma in addition to the Strength and Dexterity that archery normally requires.

Champion Dedication seems like a cool alternative to Sniping Duo, with the reaction being a huge boon to the party's survival. However, until L12 and aura extension, the 15-foot aura just doesn't mesh well with ranged combat, and +2 CHA requirement with dead dedication feels awful.

Gunslinger Dedication, ironically enough, is a great fit for an archer. Alchemical ammunition and Fake Out with a free-hand crossbow are neat bonuses and are much easier to get into. However, Fake Out, while a lot more applicable (someone is going to Strike every round), lacks the same punch that other reactions have, not to mention that it feels kind of cheesy.

Are there any other good archetypes to get into during this level stretch for an archer?

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u/LostRegret9000 — 12 days ago

Is Double Shot worth it for fighter?

Basically, title. Double Shot is a fighter feat that allows you (with the next feat in line) to make two shots at -2/-2 each rather than +0/-5. Seems simple: lower MAP, better damage, in exchange for the inflexibility of two actions, the flourish trait, and the lack of access to other metastrikes.

However, it doesn't seem like it actually does... anything.

As long as you have a chance to crit on anything other than a 20, Double Shot is straight-up damage negative. You're basically trading away two die results that would crit on the first hit for three die results that would hit on a second roll. Because crits are more or less equal to two normal hits, you're trading 20% of your average damage for 15% of it (actually more, due to most bows having deadly, but let's not kick it while it's down).

It's still equal to, or slightly worse than, normal attacks with deadly weapons if you crit on a 19-20, and only gets ahead if you can't crit your target on anything other than a 20 — not the best selling point for "Crits, the class" wielding "Crits, the weapon." Even then, it's a DPS increase that equals roughly 5% of your average hit — something along the lines of 0.5-1 extra DPR per round. Compared to any metastrike, that's just pathetic.

It only really gets ahead against foes whom you hit on a 15, as it makes your second attack much better and allows it to crit. However, the reasonable question to ask would be: "How often are you going toe-to-toe against foes who can only be hit on a 15 (17 for other martials at +0), without any buffs/debuffs)?" The answer would be "not very often."

Triple Shot itself has similar issues, being outclassed by Exacting Strike (a level 1 feat, btw) on 3+ attack rounds, but at least its usability breakpoints are more pronounced.

So, what's the point? Is its only use fighting someone with extremely high AC, or is my math off somewhere?

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u/LostRegret9000 — 13 days ago

What's the use case of Ostentatious Reload?

Doing some theorycrafting for a Gunslinger build and looking into a dual-wielding direction. Of course, twice the weapons means twice the reloads, and there are seldom ways to fix this. In theory, Ostentatious Reload should be exactly that — a way to improve your reload action economy, as long as you're dual-wielding your big irons. However, is it just me, or does the math not math? Let's take a look at this feat in a very favorable scenario.

Gunslinger, level 5, maxing out CHA right after DEX, maxing out Performance, grabs a rare worn item for item bonus to performance, and has a GM that agrees to apply a Virtuosic Performer feat to his reloads — trying to play a Gunslinger is a form of comedy, after all.

This gives us:

5 (level) + 4 (proficiency) + 4 (Charisma) + 1 (item) + 1 (feat) = +15 total to the skill check.

The level DC for L5 is 20, reduced to 18 due to the "easy" adjustment.

Therefore, the results are:

1 — Crit Fail: 3 actions — 1 action for the check itself, 2 more to pick up/draw two new guns, 0 reloads.
2 — Fail: 2 actions — same, but you only need to pick up one gun. 0 reloads.
3–12 — Success: 1 action, 1 reload.
13–20 — Crit Success: 1 action, 2 reloads.

This gives us, in total, 23 actions for 26 reloads, or 1.13 reloads per action on average.

That's... ass.

For the price of a feat, you risk losing your weapons, becoming vulnerable to debuffs, and giving up your slinger reload action. While that reload is usually worse than a generic action, it's still better than 0.13 of an action.

And this is the most optimistic scenario.

Next level, the DC increases by two, while your skill only increases by one, sharply cutting into an already questionable efficiency. It seems like only much later, when items, talismans, and natural progression take over, does Ostentatious Reload start looking better.

For a more realistic scenario, let's take a look at a slinger who reasonably does not get the rare item (it's rare, and I don't think there are other non-held items that provide a Performance bonus for this action type), does not get the Virtuosic Performer bonus (there isn't really a category that smoothly applies here), and does not max CHA, instead sitting at +3.

This Slinger has +12 to Performance, giving the following results:

1 — Crit Fail: 3 actions, 0 reloads.
2–5 — Fail: 2 actions, 0 reloads.
6–15 — Success: 1 action, 1 reload.
16–20 — Crit Success: 1 action, 2 reloads.

26 actions, 20 reloads.

That's 0.77 reloads per action.

Worse than a featless, vanilla reload.

So what's the catch? How do you actually get value out of this feat, or is it a classic Paizo trap?

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u/LostRegret9000 — 14 days ago

Crossbow Crackshot

EDIT: Calculations in the linked comment have used pre-remaster version of this feat, which didn't make you lose initial damage and range if your weapon has backstabber. So, after remaster it's indeed correct, and it adds 2, not 3 damage/die on backstabber weapon.

Fairly recently, I've seen people doing math, comparing crossbows to firearms, and someone noted that an Arbalest with Crossbow Crackshot can put out respectable damage in the hands of a Gunslinger. After a recent TPK, I've decided to give them a go and build a crossbow sniper - 3 extra damage/die against a flat-footed target is a sweet deal, after all. However, no matter how I look at it, I don't see, where 3 damage/die are coming from.

>The first time each round that you Interact to reload a crossbow you are wielding, including Interact actions as part of your slinger’s reload and similar effects, you increase the range increment for your next Strike with that weapon by 10 feet and deal 1 additional precision damage per weapon damage die with that Strike.

On reload, you always get your 1 damage/dice and 10 feet of range. All good.

>If your crossbow has the backstabber trait and you are attacking an off-guard target, instead of the normal benefits of this feat

If we're targeting an off-guard foe, we lose the range and damage, listed above. Instead...

>backstabber deals 2 additional precision damage per weapon damage die in place of its normal effects.

We lose the benefits of backstabber and get an extra 2 damage/die from this feat.

So, it should be 1 damage/die and 10 feet of range normally, and 2 damage/die and no extra range against an off-guard target. Am I reading this incorrectly, or are this (and several other) comments wrong?

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u/LostRegret9000 — 15 days ago
▲ 4 r/computerhelp+1 crossposts

Lenovo Thinkpad t430s randomly restarts and fails to reach POST

Had this second-hand machine for several years with no issues, perfectly fine for browsing internet, running office software or watching youtube. Week ago, it started to turn off without warning, shortly followed by trying to run again. After shutting down this way, it has difficulties to start again, as power/wifi lights light up, cooling runs for a second, and then turns off, just to restart this cycle several seconds later, until after some random amount of tries it launches.

Initially, I though this was a overheating issue, for which I've dissasembled, cleaned fan, and reassembled back, followed by closely monitoring temperature. However, the laptop keeps on shutting down and having issues launching even at core temperature of 50, which is way bellow maximum. Drive SMART is healthy, memtest went without issues, I've stress-tested it via prime95 for 10 minutes, without it ever shutting down. Tried switching and removing battery entirely, it shuts down with any configuration I've tried. I'm at my wits end.

Did someone encounter this or similar problem? How can I fix it, or diagnose it further?

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u/LostRegret9000 — 28 days ago

Help a caster (Liturgist Animist) with spell choice post #8543245

I've joined Book 2 of the "Age of Ashes" campaign as an animist, kinda half-pressured into playing a "guy with a heal spell." The GM was fine with me taking Flexible Caster on Animist, so preparation is a lot easier than it is for a default Animist. I've never played a divine caster before, and I'm kind of struggling to figure out what I'm even supposed to do.

The divine spell list seems cheeks. Most decent offensive spells target Will, while there are almost no spells that target Fortitude. Buffs have extremely short emanations that are impossible to keep up if the party doesn't coordinate (and it doesn't).

I've picked up Fear as a generic "targets Will" goodstuff spell that another caster also has, Revealing Light to target Reflex saves, and Calm as an AoE control spell, but I've failed to find anything half-decent that targets Fortitude. Advanced Scurvy is okay-ish, but being touch range effectively makes it take 4–5 actions to apply Enfeebled 1.

I usually play with Steward and Lurker for my Reflex/Fort-based damaging spells and my wandering feat.

What I've noticed over the course of several sessions is that my presence in the game feels entirely unnecessary. Enemies always seem to save, despite me targeting their weakest save. Not a single "consolation prize" debuff or buff has changed the outcome of a roll yet, and we play with Modifiers Matter, so it's not like you could miss it.

AoE focus spells and cantrips do some chip damage, but they don't change TTK because martials overkill things by more than twice the damage these spells deal. Most of the times combats feel, like I shouldn't even bother.

Should I pick different spells? Should I play differently? Is there something I'm missing?

u/LostRegret9000 — 1 month ago

When and whom do you grapple?

For context, I've been playing a STR Champion with maxed out athletics, so my grapple check is as good as it gets (save for circumstance/status bonuses), however, I've noticed that my grapples, whenever I decide to try them just... don't do much.

In general, grapple gives foe an off guard, forbids movement and a 20% failure chaince for manipulate actions. On offensive side, this basically only stops ranged and spell attacks, as well as a rare special ability - with that being said, foes often have their special actions manipulate-free.

So, you don't want to grapple melee fighters in general - unless you're a gambler, you're spending your map-less attack, which is about 66% of your damage output, if you expect to strike twice, and foe is still very fine shanking you, thus not even wasting his actions, while you need to maintain your grapple.

You, generally, don't want to grab weaker foes too, regardless of their role, as you're trading your more valuable actions (as we can safely assume, that weaker foes are going to outnumber you), for their less-valuable ones.

This leaves us with stronger ranged/caster foes. But even them, due to how level scaling works, will generally have strong saves, thus making your grapples are unlikely to stick.

As a recent play example we had an encounter at L6, which included a tiny fey spellcaster, leading his troop of other fey. Well, perfect target for grapple - a ranged and likely somewhat mobile spellcaster isn't going to appreciate grabbed condition - and at tiny size, he isn't going to have huge Fort save. After critically failing on 16, thus giving me knowledge, that his Fort save is at least +16 - versus an expert athletics of +14. At best, it gives a 40% chance of success - worse, than a coin-toss. Going for grapples means, on average, trading out 2.5 of your actions, versus 0.6, assuming his every action is manipulate - a losing proposition, even if we consider it 12 vs 3 actions of his. Even in this, seemingly best-case scenario, grapple really doesn't look that great.

Trip may have similar issues, but, at least, it "pays back" a map-less attack spent via Reactive strike fairly early in the game, and condition lasts until your foe spends his action - he can't just wait out being prone.

So, I just don't get grapples. When do you use them? Are they viable on their own, or do they require a feat/item support to really work?

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u/LostRegret9000 — 1 month ago

Do you enjoy the way health and resource management works in 2e?

Pathfinder 2e has pretty basic resource-management rules, all things considered. If we exclude things like "downtime" or "ration"-type resources the party has, which, to be fair, don't seem to come up too often in many modules, most resource management takes place over the course of a single adventuring day.

While it's not D&D 4e, the structure is still largely the same. You usually have your at-wills, like metastrikes, cantrips, and skill uses; your "encounter" abilities, like focus spells, 10-minute (and, somewhat, 1-hour) cooldowns, and "becomes immune for the rest of their life" abilities; and your dailies - mostly spells and spell-like abilities, really. At base, you want to deal with easier problems via your at-wills and encounter abilities, and save your big guns for harder encounters. As long as you're able to find the point at which you can deal with an encounter without expending your daily resources, you stop using your dailies, because they may be necessary for future hard encounters.

It's obvious that different classes are built around different resources. Your martials have strong at-wills, a few punchy encounter abilities, and may have a rare smattering of dailies, mostly from ancestry or archetype choices. Your casters, on the other hand, have paltry at-wills, but the same punchy encounter abilities and strong daily abilities, which are their defining features. Hybrids are usually somewhere in between - for example, the alchemist has a fairly equal amount of power in their "at-will," "encounter," and "daily" vials.

Funnily enough, health is really just an "encounter" resource that every class has, one that locks you out of acting if you run out of it. If you have one of a million ways to efficiently heal after combat, you're likely to enter all encounters at full, or near-full, health. Combined with other factors, that's the glue that really holds the reliable encounter-building rules together and allows you to make balanced encounters for more than one encounter per day.

This may also be a source of system issues that often arise.

For example, that may be one of the big reasons why many GMs and AP writers alike are hesitant to give easier encounters to the party. If the party slugs it out, takes a tea break, and is now in the same state as it began, it may very well feel like the encounter accomplished nothing, especially if it didn't have any story significance. That's why community's perception is skewed towards PL+20 exteme+++++ elite encounters, rather, than PL+-1 ones.

Additionally, this may lead to some of the less satisfactory patterns that are often discussed in martial-vs-caster discourse. There are reasons why a monster succeeding on its save is complained about more often than martials whiffing their attacks. If your "daily" class fails to use their daily resource effectively, they can't simply try again next turn - they very well may not really have a class anymore until their dailies come back.

Additionally, easier encounters are something these classes are strategically incentivized to largely sit out while "at-will" classes have their fun. After all, your dailies aren't going to affect anything in those situations, but spending them now may very well lead to not having them when they're actually needed. More than once, I've seen encounters where martials slam down crit after crit on a lower-level foe while casters twiddle their thumbs, throwing out a cantrip or two. At some tables, I've seen entire sessions go by with this dynamic.

Games like Draw Steel, D&D 4e, or, god forbid, 5e don't have these issues, at least not as pronounced. While your current health is an "encounter" resource, your total health over the course of the day is a "daily": you have a limited amount of daily health-recovery resources and your built-in Surges/Recoveries/Hit Dice/whatever equivalent the system uses. In theory, this makes even weaker encounters at least somewhat impactful: they can still dip into your dailies and incentivize everyone to participate in order to better conserve party resources for harder encounters. This, also, incentivizes a party have their dailies reset from time to time, so "daily"-based classes can participate.

2e, has Stamina rules, that kinda approximate for similar system, but I can't talk about how they work out in practice, as I haven't played with them, and they don't seem to be discussed often either. 4-6 recoveries, that fill out the pool seem to be too much, as very few parties are going to have 6-8 encounter per day necessary, for players not to press "refill stamina" button after every encounter, but I may very well be wrong.

With that being said, how enjoyable do you find resources, and resource management systems in 2e? Do you think it's fine as-is, giving each class a defined niche and different playstyle, stronger and weaker points over the course of the day? Or would it be better with another system, such as more 4e-ish treatment, where every class has similar resource management systems, and more equal balance between similar resource types?

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u/LostRegret9000 — 1 month ago