!pf2general@pathfinder.social
!pf2general
@pathfinder.socialhttps://www.kickstarter.com/projects/ossianstudios/pathfinder-the-dragons-demand
Assuming his ancestry is human bc he's a human in the games, what would a defense attorney build be like?
Hello friends,
I'm newish to 2e and realize I can't just throw shit at the wall and make stuff up like in 5e, so I'm looking for some help/inspiration for a boss monster.
The setup is that my players (4-5 at level 4, ABP, FA), are headed to the countryside to retrieve a clockwork core from an ancient golem (futuristic campaign). I, of course, want the golem to wake up and fight.
I'm thinking an extreme level fight, so he'd be +4 to their level, if I remember right. Creature lvl 8 ish. Probably giant or larger in size.
But I was hoping I could do it like the Mario Odyssey fight where the pyramid boss shoots his fists out, and have those be separate pools of HP for the players to try to destroy. One potentially holding a shield with a reaction to protect the core, while the other shoots out to fight?
Does anyone know how to handle this well? Or what links I should be checking out in the archives?
Thanks!
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https://youtu.be/_kUmfESLJ_w?si=1OGhtCR3nypA7whU
Paizo blog post of Monster Core design goals:https://paizo.com/community/blog/v5748dyo6sihj There's a post on the PF2E subreddit with a useful list of what m...
cross-posted from: https://lemmy.world/post/11298431
I've been a DM for about 3 years, and have predominantly run one-shots and short campaigns in DnD5e and PF2e. I have a player who persistently builds primary caster based characters, but then won't do anything in combat but "I stab it with my dagger." They rarely use cantrips, and basically won't cast a leveled spell unless I suggest it immediately before their turn. They seem to enjoy playing despite the fact that they're far too squishy to be a front-line melee character and don't utilize most of their class features. I've talked with them explicitly about how their play style seems to be discordant with the kind of play they want to do, and that maybe next time they should try a paladin/champion or a fighter/rougue subclass with some minor casting. They agreed at the time that sounded like a good idea, but low and behold showed up to the next one-shot with a primary caster, and over 3 hours of play and 3 combats never cast a single spell, including a cantrip.
I enjoy playing with this persons as a whole. They are engaged in the fiction, and are particularly engaged during exploration activities. They tell me they also find combat quite fun, and they are requesting I run a mega dungeon in the near future.
As a general rule, I like to let people play how they have the most fun, but issues have arisen with this play style. Namely, all of my TPKs have been associated with this player charging a squishy character directly up to a significantly stronger villain and continuing to stab it with a dagger until they went down, significantly hindering the party in the action economy and resulting in a TPK. I feel I have to intentionally weaken all of my encounters to keep the party feasible in the face of such mechanically poor combat choices.
What else can I do to help drive this individual towards melee builds, and/or help encourage them to change their play style to better suite the caster classes they choose?
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I'm aware that initial releases of the core rulebooks contained some errors that might affect play, and that erratas have been released that correct these mistakes. However, do they fix these mistakes in the books themselves in later releases or versions? Or will I have to cross reference the erratas and make the changes myself in the book?
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