• Infamousblt [any]@hexbear.net
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    3 days ago

    He made one tweet. Honestly if media would just shut the fuck up he wouldn’t do it but if they keep talking about it he will solely so they keep talking about him

      • ProfessorOwl_PhD [any]@hexbear.net
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        3 days ago
        • Goblins are kooky lil footballheads that love pickles and hate dogs
        • Gnomes will literally die if they get bored for too long
        • Kobolds can cower so pathetically it causes enemies to pull their punches
        • Ratfolk can store objects in their cheek pouches
        • You can play an animate plant (e.g rosebush, vines, cactus, pumpkin, sunflower)
        • You can play an animated doll
        • You can play an awakened animal
        • Goblins also love fire and can get feats to gain buffs when they set themselves on fire in combat
        • You can be an element bender
        • You can play a swashbuckler and make “I do a cool backflip” an entire mechanical thing that gives you buffs
        • 3 words: Goblin Spoon Gun

        Other people have mentioned how cleanly PF2e plays with stuff like 3 action combat, having DC’s always just be your bonus +10 is great, and crits are worth mentioning as well - 10 over a DC is a critical success, 10 under a critical fail, with consequences in most situations - but the flavour is what I love the most. The setting is still a fantasy kitchen sink, but it’s so much more detailed, creative, and expansive than anything D&D put out, able to cater to whatever ideas you throw at it. There are an incredible number of Adventure Paths, Modules, and Scenarios covering every adventure you could want, and they’re littered with plot threads for GMs to build on or ignore as they like - plus, you can use all the lore from 1e still, because they didn’t pull any silly bullshit with remaking the universe between editions. Then for 2e especially, there’s an incredible amount of mandatory flavour to character creation, choosing the specifics of your ancestry and class’s mechanics, and developing them as you level up, with an enormous number of options in order to bring your specific idea to life.

        Anyway, you should make a goblin.

      • WashedAnus [he/him]@hexbear.net
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        3 days ago

        Tired of making up house rules for crafting (and other stuff) in 5e (or buying splat books for it)? They already made rules for it, in the core rules!
        Players don’t want to shell out money for a new rulebook? Paizo is literally giving the rules away for free.

        There’s way more options for everything, the leveling makes more sense, it’s more polished, and Paizo staff is unionized.

        • Z_Poster365 [none/use name]@hexbear.net
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          3 days ago

          Free stuff isn’t as much of a selling point since getting PDFs of the DnD rules is trivially easy with a simple google, it’s essentially free for any individual with even an inkling of piracy in their bones.

          Every group I’ve ever been in has just shared the relevant PDFs with everyone

          • ProfessorOwl_PhD [any]@hexbear.net
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            3 days ago

            While it’s easy enough to get D&D’s rules for free, I think that, properly emphasised, it is a selling point - they’re completely free. Unless you want to buy the art and lore, you can access their official database of every single class, feat, monster, hazard, and item, for free, for ever. It really cannot be understated how much good will WotC bought with the OGL when they released 3rd edition, and Paizo are even more permissive than that.

            • TheDoctor [they/them]@hexbear.net
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              3 days ago

              you can access their official database of every single class, feat, monster, hazard, and item, for free, for ever

              Is that why the free stuff on Foundry is so good for Pathfinder?

              • ProfessorOwl_PhD [any]@hexbear.net
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                3 days ago

                iirc the Foundry and AoN devs both get the info from their own pre-release copies of the rulebooks - because they’re all volunteers their schedules don’t necessarily align, so content will often turn up on one before the other. The PF2e system for Foundry is mostly so good because Paizo encourage those kinds of projects instead of quashing them over IP rights. Cultivating a community that actually likes them is like half of Paizo’s business plan.

            • AnarchoSnowPlow
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              3 days ago

              Paizo is literally rereleasing all the pf2e rules under the “ORC” a license that’s unlike the OGL in that nobody can fuck with it after the fact like hasbro tried to do with OGL.

              It basically allows everyone access to the mechanics in perpetuity. When you pay for pathfinder, you pay for the creative work and support their continued development of the system.

              • ProfessorOwl_PhD [any]@hexbear.net
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                2 days ago

                the “ORC” a license that’s unlike the OGL in that nobody can fuck with it after the fact

                tbf to the writers, the OGL was meant to function in the same way, it’s just WotC applied a decade of lawyers to the problem until they found a loophole. Paizo were perfectly happy operating under the OGL for over a decade, because they were confident that what they wrote couldn’t be backtracked.

          • Alisu [they/them]@hexbear.net
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            2 days ago

            Or just using 5etools for everything because it puts everything together so you don’t have to find out in which book each thing is

      • KobaCumTribute [she/her]@hexbear.net
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        3 days ago

        Pathfinder 1e is basically the old absurd buildcrafting of the D&D 3.5e splat sprawl, but with a solid balance pass to make it more workable.

        Pathfinder 2e is basically “what if D&D 5e had decided to fix core issues with D&D’s design and also gone all in on making every character class flavorful and varied and also balanced it pretty well at the same time, instead of doing the exact opposite of all of that like it did.”

      • soiejo [he/him,any]@hexbear.net
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        3 days ago

        Never played 1e, but my favorite points for 2e are:

        For players: The amount of freedom you have to create and run a character can’t be overstated. The system is feat based, so two players with the same race+class combo can have vastly different characters. There’s actual options to combine races, not just “human+elf and human+orc are the only mixed people in the universe”. The three actions system is so clean and streamlined that once you use it you can never go back to the weirdness of dnd 5e. Also the classes are actually balanced, if you are a fighter player you won’t feel left behind because your mage friend learned to conjure meteor storms at the same time you learned to attack for the third time in a round.

        For DMs: The game has real rules and restrictions, you won’t need to magically divine bonuses and penalities if your player decides to do some weird action or create rulings on the spot.

      • Thorngraff_Ironbeard [he/him]@hexbear.net
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        3 days ago

        In my experience when you get familiar with DnD you start thinking a lot of “I wish I could play this class this way” or “I wish there was a system for x or y”. Now you could stick with DnD and create homebrew these yourself but if you don’t want to you can use the already rigorously tested and researched material from Paizo. My personal opinion having played PF 1e and 2e I prefer 1e.

      • s0ykaf [he/him]@hexbear.net
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        3 days ago

        the highest selling point of pf1 is that it’s good for those who either lack imagination and need the books to create everything for them, or those who think complication equals complexity

        as for 2e i have no idea

  • DragonBallZinn [he/him]@hexbear.net
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    3 days ago

    You HAVE to play as evil characters, anything else is “woke virtue signalling”

    There is no real fights, every fight is a guaranteed ez clap. It would be “woke” to have the untersmech you’re smiting to put up any fight

    Every story is the same, you play as a group of gods who take the form of vampire elves and you just one-shot your “inferiors”.

    no need for resources, all the NPCs worship you and will give you everything you need free of charge.

  • Yukiko [she/her]@hexbear.net
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    3 days ago

    This would be the most hilarious outcome. I despise WotC and Hasbro, so I’d be okay with Musk destroying the company. Give Paizo more business. Maybe get more third party content created for PF2e.

    • Murple_27@lemmy.ml
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      3 days ago

      I don’t like PF2e’s character building system though. It’s too “video-gamey”, it makes me think of Diablo 2.

      For comparison, if I’m gonna be running a non D&D fantasy RPG, it’s gonna be WHFRP.

      • Yukiko [she/her]@hexbear.net
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        3 days ago

        Video gamey? What part about it gives you that impression. Legitimate question as I don’t see it, granted I usually take a story based approach with character creation.

        • Murple_27@lemmy.ml
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          14 hours ago

          Sorry that it took a bit for me to get back on this one. I was busy with the holidays, and other personal matters.

          So, when I say that I find the PF2E system “video-gamey”, I am talking mainly as a comparison with other RPG systems, and not necessarily when looked at solely in isolation to itself. I gave Warhammer Fantasy Roleplay as an example of a system that I would prefer over it, but like I can understand if it wasn’t clear what I meant by that because it’s a little niche in terms of TTRPG interest.

          Other systems to consider would be Call of Cthulhu (which WHFRP is very similar to structurally, even if it isn’t 1:1 identical), Shadowrun 5th Edition, Mongoose Traveller 2e, the new VtM game, and I’ve recently been looking at Mothership as a more rules-light alternative to Dark Heresy.

          One thing that you will note is that for each of these games, even though they can be mechanically crunchy on occasions, is that their rules are primarily derived from & structured around emulating the lore, or vibes of their setting first, and are really only secondarily concerned (if they are at all) with fitting into some kind of formalized over-arching meta-rule structure.

          Conversely, before you learn anything about what a dwarf, or a paladin is, PF2E throws up what is essentially it’s thesis statement about how all in-game pc interaction with the world should be structured in the form of it’s “Format of Rules Elements” section. According to the intended game structure as described in that section; every single Action, Skill, Feat, and Racial or Class Ability that a PC can possess, or that a player could attempt to engage in should be articulatable in the form of a definite stat-block, that indicates it’s relationship to the games action-economy, contains one or more “Trait” tags which are supposed to indicate how that action interacts with other “Rules Elements” (how it does this exactly is unclear, because there is no specific exhaustive list of Traits or what they mean outside the glossary, and good luck finding them in that mess), and which achieves a specific discrete mechanical effect within the game system.

          Now, it should be said that PF2E itself often times, just fucking gives up on this format for how it wants to structure in-game player interaction, because it’s way too restrictive for most things outside of combat in a TTRPG. But like, trying to use that as a basis to structure the entire system, and particularly PC interaction within the system, in the first place strikes me as just kind of wrong-headed. It’s the kind of solution to the problem of “at-the-table rules-lawyering” that could only really be thought up by somebody with a degree in programming, or formal analytical logic, and I don’t think that it works very well for at-the-table play.

          Beyond that, I also don’t like PF2e’s Feat system. Specifically, I don’t like that every single Ancestry, Character Class, and Skill has it’s own dedicated “Feat Tree”. This strikes me as ridiculous, and bloated, and it’s also the main part of the game that makes me think of Diablo; because it obviously gears players towards creating a specific, very mechanically-focused “character build”. This is a legitimate mode of play, to be sure, and it’s the one that PF2e is obviously trying to cater to the most, but it’s not my preference.

          There is also the issue that Combat (“Encounters”), Exploration, and Role-play (“Downtime”) are all literally mechanically discrete “Modes”, and are supposed to be largely separate from one another within any given table session, but like my comment is getting overly long; so I’m not going to get into it.

          But yes, PF2e is extremely “video-gamey” as a TTRPG by my estimation.

          • Yukiko [she/her]@hexbear.net
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            12 hours ago

            Ahh, thank you for the explanation. I suppose me asking the question in the first place truly shows my inexperience with systems. I’ve only ever played DnD 3.5, DnD 5e, PF1e, and PF2e. Kinda explains my ignorance on the matter. I gotta try one of those systems you suggested at some point.

            • Murple_27@lemmy.ml
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              11 hours ago

              I suppose me asking the question in the first place truly shows my inexperience with systems.

              No, it’s a perfectly reasonable question to ask, I just happen to have a particular opinion on the matter.

              I gotta try one of those systems you suggested at some point.

              Not sure what type of game you would prefer to run, but I can try to give suggestions, depending on what your preferred genre, or tone is.

        • jjjalljs@ttrpg.network
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          3 days ago

          Not the person you’re asking, and I don’t know PF2e super well, but: it has felt very mechanics-first. You pick stuff from a list to make a build and play that. Sometimes that can inspire a cool story. Sometimes you have a story idea, and you find mechanical options that work nicely with it. But it still feels very constrained. Especially when it “doesn’t come online until 5th level”, so you end up playing something weird and off-story because you needed a level of rogue in order to such-and-such.

          Contrast something like Fate where you free form come up with your high concept and aspects. If you want to play “psychic asshole Batman” you can just write “Psychic Vigilante” on your sheet, and don’t have to find feats or anything in a book. Your character can work and be yours from the start.

          But that’s a very different mode of play. Some people really like the gamey buildy parts, and that’s fine too. (Except when you have a group and discover you all want to play an RPG, but that means incompatible things to folks, heh)

      • Josephine_Spiro [she/her]@hexbear.net
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        3 days ago

        Every expansion that is based on an IP like lord of the rings in another expansion that doesn’t build on the lore of magic the gathering. Wizards of the coast are also starting to do more crossovers in the future, which again makes the problem worse. Its a case of the company prioritizing short term profit from a IP linked set over the long term experience of the player base.

        • CarmineCatboy2 [he/him]@hexbear.net
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          3 days ago

          And to be clear, it’s not like people are psychotic about the crossovers. Pretty sure the reason is that Hasbro is doing an extreme number of them.

        • LeZero [he/him]@hexbear.net
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          3 days ago

          Lord of the Rings and the Forgotten Realms are fine, they take up a set that could be a new plane or an expansion of an existing one but at least it’s thematic sword fantasy. But add to that, Fallout, Warhammer 40k, Doctor Who, Transformers and some I probably forgot, it starts to be a bit much (most of those are Commander only I think, but still…)

          If that was all restricted to Secret Lairs, low volume, collector bonuses, it wouldn’t be a big deal, but no, you need to have Optimus Prime fighting a Hive Tyrant

      • Imacat@lemmy.dbzer0.com
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        3 days ago

        MTG has a ton of in game lore to build from. Just feels like a cash grab to start pulling in other IPs.

        The LOTR set also had some really overpowered cards and mechanics. The One Ring is still the most common card in modern.

        The chud types were also pretty salty about black Aragorn and there’s no shortage of those assholes in the MTG community.

    • ShinkanTrain@lemmy.ml
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      3 days ago

      I don’t know how shit the game is rn, but I do know they released this card

      Look at those two. I love it.

    • Evilsandwichman [none/use name]@hexbear.net
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      3 days ago

      The companions of Mithril hall is almost entirely DEI; A dwarf has human children? And his best friend is a Drow? Like what even is a Drow doing in Icewind Dale! Oh and of course he also has a halfling friend; not like he can have dwarf friends or anything! And this is just pure anti-magic bigotry; none of the companions are wizards but as is typical they’re happy to use magic weapons! Rather than be an all dwarf cast, they have on anyone but dwarves! Who’s this even catered to? Who’s this meant to appeal to? You think Drow are interested in this tale? Dwarves? Humans? This is just cultural Harperism.

  • AntifaSuperWombat [she/her]@hexbear.net
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    3 days ago

    That heavily reminds me of Varg Vikernes’ weird nordic fash RPG with its noble aryan races, evil brown people called Koparmenn, women that are too weak to hunt big game and die from trivial shit and its adaption of the entire Beaufort scale for some goddamn reason.

    I would love to see Musk turn D&D into a similar techno-fash abomination. sicko-flipped