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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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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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.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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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.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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Very rarely I just wish I could be a player in a PF2E game for once because I love playing support classes