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Cake day: June 16th, 2023

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  • Having run and participated in a few multi-year games with busy adults with children, my absolutely unsolicited advice for anyone wondering how to do the same is the following:

    1. Run the game online. I still like in-person better but you cannot underestimate how much logistical burden is removed by allowing folks to log in and jump on mic/video. I recommend FoundrtVTT - no subscription and it has support for a ton of different systems, particular shout out for the masterpiece that is it’s PF2e support.

    2. Get more players. This seems counter-intuitive since that is more points of scheduling conflict. However, what you do if you want to run a 4-person game is get like 6 players. If at least 3 or 4 can make it, have the game. The PCs whose players can’t make it just fade into the background and can reappear next session. Sounds weird but it keeps things moving. You’ll get a feel for balancing encounters based on who shows up the most and will get better at that.

    3. Run shorter sessions. I feel like I see a lot of posts about people running 4+ hour sessions and when we do get in person, we do that. But for week-to-week games, that is a significant commitment. I know for our group we keep them 7:30pm-10pm with some understanding that the first 15 minutes is usually time spent letting delayed people show up and going over what happened last time (good opportunity to give out inspiration/hero points). A rushed hour-and-half session is still better than a canceled session.

    4. Talk to your players. I think this supercedes the above but just chat with people to see what can work. I mentioned our start time of 7:30 but if people are not able to start that early, we’ll postpone to 8 or even 8:30 that night. That comes from communication. Check in with each other periodically to see if there should be other times considered. Essentially, focus on what works for your table. Be flexible, allow folks to miss a bunch of games consecutively if needed. Make sure it’s a fun thing and not an obligation.

    All that being said, if people aren’t engaged in the game or that interested in playing, there’s not really anything you can or should do about that aside from find other players.


  • Yeah. Unpopular opinion, I know, but I really like alignment. It’s pretty easy to say “puts self above others” = evil and “puts others before self” = good.

    My quick version of law v chaos is “puts societal structure above individual freedom” = law and “puts individual freedom above societal structure”.

    Feels like a framework closer to how people actually behave and doesn’t invite in-party conflict.







  • I don’t believe so. Climbing a rope in PF2E is typically DC15. As for flying up a rope at 10th level, I think the only characters doing that will be those who have heavily invested in both strength and the athletics skill.

    Though if they’ve done both of those things and are 10th level, they probably should be flying up a rope. In this case that means spending 3 actions (their whole turn) to climb 30 feet of rope, assuming they started their turn in a position to climb the rope and don’t need to use actions for anything else like stowing gear to have free hands. Seems pretty fine for incredibly strong and athletic seasoned adventurers.



  • It is! Though I’ve ignored that in my games because I feel like recall knowledge is a little limited. I allow one attempt out of combat to recall knowledge, allow repeated checks in combat to identify creatures, and don’t don’t give incorrect information on a crit fail. The last bit is why I don’t bother making the rolls secret.


  • Tarcion@sh.itjust.workstoRPGMemes @ttrpg.networkAnything else?
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    10 months ago

    I think this is a totally fine method tbh.

    This is one of those things I love about PF2. There is the Secret trait on quite a few different checks, which means the GM rolls in secret.

    We play virtually so players initiate the roll but the result is blindly sent to the GM. Great example of this is stealth checks - there’s no “oh, I rolled poorly so just kidding I actually only barely move”.





  • Tarcion@sh.itjust.workstoRPGMemes @ttrpg.networkLegal loophole
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    1 year ago

    Nah, this totally makes sense. Revivify costs 300 gp, which is about 5 months of work for a skilled hireling (or 4 years for an unskilled one). Laws are only for the poor.

    If you convert to the relative value of labor instead of the real life value of diamonds, it’s probably something like $40k to $60k to revivify someone. Seems like enough cash on hand to somehow get away with murder.