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Chebucto Regional Softball Club

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  3. No, really, I just care about hygiene
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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rpgmemes
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  • I ilinamorato@lemmy.world
    I'm a gunslinger in one of the games I play in, and yeah, I don't do barbarian numbers, but I hold my own, and it is a FUN class to play. I built a dual-wielder with the hopes that it would play like Han Solo running down the hallway shooting back at stormtroopers, and it delivers. Plus, being 60 feet away means that I can help everyone do damage at once. It makes the party happy, too.
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    Guest
    wrote last edited by
    #76
    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.
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    • ? Guest
      Re: oracle Being a divine spontaneous caster fucks; your entire spell list is Heal if you need it, and literally anything else if you don't. And trading a spell/day and slightly smaller repertoire for some extra durability is generally worth it in my experience. Also Divine Access means you can pretty much pick whatever spells you want, and more as more gods come out or you and your GM make some more. I liked the focus spells more back when battle oracles weren't hit with the nerf bat and could literally just be the juggernaut whenever they got cursed
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      wrote last edited by
      #77
      I've always been allergic to spell casters (the strategy behind the best use of spell slots just never clicked for me - which is extra painful because it seems like if should be simple, but I consistently manage to botch it), going back to when i picked this all up in the 3.0e days. I think that's caused me to not really engage with the spell casting side of spell casters in PF2e. I remember in 3.5, we banned Mystics because spontaneous divine spell casting was broken, so maybe I just need to run one to see if work.
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      • ? Guest
        There's literally a book called *How to be a GURPS GM* that's how a pretty good blend of system agnostic and GURPS specific advice. Additionally, Chris Normand has a pretty good Intro to GURPS busy series on YouTube
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        wrote last edited by
        #78
        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.
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        • B bartydecanter@lemmy.sdf.org
          This post did not contain any content.
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          wrote last edited by
          #79
          I've come to the conclusion that 3.5e was the peak of TTRPG and frankly I've just decided I'm going to go back to that. It's not like there isn't plenty of 3.5e materials to use.
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          • B bartydecanter@lemmy.sdf.org
            This post did not contain any content.
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            wrote last edited by
            #80
            Pathfinder is D&Ds brother that studied business and economy instead of theater
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            • B bartydecanter@lemmy.sdf.org
              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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              wrote last edited by
              #81
              You forgot counteracting. So effin elegant!
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              • ? Guest
                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.
                I This user is from outside of this forum
                I This user is from outside of this forum
                ilinamorato@lemmy.world
                wrote last edited by
                #82
                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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                • ? Guest
                  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.
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                  Guest
                  wrote last edited by
                  #83
                  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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                  • ? Guest
                    Wait, your party works together?? Wish mine did that.
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                    M This user is from outside of this forum
                    mnemonicmonkeys@sh.itjust.works
                    wrote last edited by
                    #84
                    Very rarely I just wish I could be a player in a PF2E game for once because I love playing support classes
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                    • ? Guest
                      Pathfinder is D&Ds brother that studied business and economy instead of theater
                      D This user is from outside of this forum
                      D This user is from outside of this forum
                      dragontypewyvern@midwest.social
                      wrote last edited by
                      #85
                      A valid build in Pathfinder 1.0 was a quad pistol halfling paladin with a velociraptor mount.
                      1 Reply Last reply
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