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8:15 PM
Oh, wonderful. You're talking PF1e.
Well, you were, at least.
Is there anyone here who's proficient in choosing maneuvers? @Delioth @MikeQ @GreySage
 
@Zachiel Like from Path of War? Or base Combat Maneuvers?
 
@Delioth PoW
 
Everything from Broken Blade is busted
 
@Delioth I got Broken Blade
Because I wanted to fight unarmed
 
Oh yeah, then just use tons of Broken Blade maneuvers. None of them are bad
 
8:18 PM
I also have Thrashing Dragon, Veiled Moon and Mithral Current
I'm also an unchained rogue with the proper archetype so I will only get to level 6 maneuvers, and I'm at the level where my every choice will stay with me up to level 20.
 
Thrashing Dragon is neat but Broken Blade is mostly just better. Mithral Current is neat if you can acquire the feat that lets you count your fists as Silver
 
Also, I have too many uses for swift actions so I'm avoiding boosts
 
(If you can, I'd suggest trying to trade out Thrashing Dragon for Steel Serpent)
 
Nice feat. My feats are 2WF, Mithral feats 1 and 2 (I can get away from melee when missed, but our mithral current stalker is making a better use of it due to higher AC)
 
Broken Blade brings a ton of really (insanely) high-damage maneuvers and solid counters. IIRC Veiled Moon (haven't actually used it) can give you a few good ones for teleporting around and such.
 
8:24 PM
I have seen a counter that throws away enemies but... I don't know. I mean, I need counters to stay alive, I really need them, but they eat up my regular swift actions, included campaign-related boosts, mythic actions and recovering maneuvers with gambits.
 
If you're using maneuvers you probably don't need TWF, especially if you're going unarmed. It's likely more worth your while to just use a Strike that gives you a few attacks for a Standard Action and using your movement to dart in or out. Or I don't remember if the Rogue archetype has a move action to regain a maneuver
The important thing about a counter that throws an enemy away is that it interrupts a full attack
 
My big damage turns are still TWF - with Broken Blade stance
@Delioth Yeah, I realized
 
Am I right in remembering the Rogue archetype still has sneak attack?
 
@Delioth Yes indeed. I also get sap master in 2 levels.
it's like 12d6+6 extra damage per attack, And I get 4 Attacks at full BAB + 2 more with broken blade. And then I usually fall to the ground at -23
Mostly due to our mythic defender being the most absent player, and our healer rolling a bard after he died a second time.
But especially the defender
 
Have you been ruling Counters/immediate actions correctly? (In that they use your next round's swift action, not dependent on the previous round's)
 
8:28 PM
@Delioth yes
 
K, just wanted to make sure of that. Sometimes people get it very wrong.
Have you been Fighting Defensively?
 
still if I want to recharge my counters I need to not use any counters for a round.
@Delioth No
Should I?
 
If you're having AC issues, probably.
By default it's a -4 to attack for +2 AC, which sucks. But 3 ranks of Acrobatics moves that to +3 AC, and you may be able to pick up Crane Style to bump it down to -2 to Attack and an extra +1 on AC
 
If you listen to KRyan, pumping up AC is a waste of money when you can counter instead. I probably eed to buff my counter skills
 
Nah, AC is a solid first line of defense. It's never the best option to invest in, but it's the only defense which is always on and affects every attack roll
 
8:32 PM
Hey
 
Investing all your cash and feats and such pumping it isn't a good idea, that is (killing things faster is usually a good idea), but it's best to not let it fall behind
 
-6 attack (-2 from most multiple attack maneuvers or TWF) feels bad on a guy who has a mid BAB. I also took weapon focus and mythic weapon focus despite them being poor feats but it never seems to high
my last expenses went on a +4 cloak of resistance but +4 belt of agility is due next
 
Yeah, that's what Crane Style is for. Makes Fighting Defensively not terrible
If you have a few thousand, a couple +1 AC items can go a long way
 
Hello @LukeSommers
 
@Zachiel What class/es are you playing?
 
8:34 PM
@LukeSommers Pure unchained rogue with the hidden blade third party archetype.
Or at least that's the name I recall right now.
Pure as in monoclass
 
Alright, I'm of no help then.
 
Also getting some flat miss chances can be really helpful. Consider a wand of Blur
 
Named my grave cleric Nolite Mori.
Stop dying/Do not die
 
@Delioth that would be nice if more than half the enemies had not access to some form of true sight. Demons.
 
@Delioth Versus single targets, the unrogue can effectively gain AC by reducing the target's attack roll, via the debuff they choose on a sneak attack
 
8:41 PM
Damn, they usually have variations on seeing in darkness too, so that's also not an option
Protection from Evil can help though
 
Anyway, given the high number of level 6 maneuvers I can get, I guess they won't all be broken blade
 
Alternatively, use the Dirty Trick combat maneuver to start Blinding them
Then you effectively have Total Concealment even if they have True Seeing
 
@MikeQ Especially against large enemies with mythic actions, I think I will settle on entering their square, then prevent them from shifting. Other enemies, I can debuff more properly.
@Delioth is it true that CMD grows faster than CMB? I've been avoiding combat maneuvers for that reason alone.
 
Usually, due to larger creatures getting CMD bonuses
Pit Fighter's Stance can get you a Swift Action Dirty Trick with no AoO though. And an extra 2d6 when enemies are denied dex bonsu
 
that's interesting. My current choice of stances can give me an unconditional 2d6 or extra Attacks (or scent), right now.
 
8:49 PM
Have you considered picking up Flowing Water Stance?
That's a flat +4 Dodge bonus to AC and +4 to Initiative (plus can sheathe once/round as a free action to enable more Mithral Current funsies)
 
@Delioth I can sheathe once/round because of the archetype
 
So that part is irrelevant, but +4 AC/Initiative is notable
 
yes, it is good, even if it is less offensive. Anyway, stances are not a problem right now, I need to decide maneuvers. Maybe I will start listing all the ones I want to get, starting from level 6
 
It's so hard to stay awake right now...
 
Since survivability is an issue I'd put forth Quicksilver Wave as an option. That gives you the opportunity to Move Action away from enemies>Gambit (hoping you have the one that gives you maneuvers on a successful Trip)>Quicksilver Wave, drawing a weapon so that you get a ranged attack+Trip attempt all in one
And Quicksilver Wave gives an extra bonus on the Trip attempt.

Not quite as useful if enemies are flying, though
 
8:57 PM
@Zachiel Yes, the rate of average CMD per average CR is superlinear, whereas player CMB per level is roughly linear
 
Ok, so. Steel Axe Kick. Extra 10d6 damage on a single attack, and a low DC daze. Level 6. Then again, level 4 or something like that has -2 to hit, 3 strikes, +3d6 each. Since I usually sneak attack, 3 Attacks look like a lot better to me.
am I wrong?
 
No, the extra attacks is definitely more damage if you hit more than about 50% of the time (if you only hit once then the level 4 one is way worse)
But if you need to stay alive then Daze is strictly better
 
@Delioth on a DC 22 save at best
 
Yes generally speaking, taking away the enemies' ability to attack (or use other offenses) is a better choice than doing some extra damage
 
It's the same DC as a spell of equal level.
I'd suggest that Thrashing Dragon's Tail Slap could be good
 
9:03 PM
Except that I'm a bard (level 6 spells at high levels)
 
It limits you to 2 attacks, one of which is unarmed
But it gives you a 1d4 round Stun if they fail the save, or a 1 round Daze if they succeed
Which strictly means if you hit them they can't attack you
and the attack that inflicts the status also is at full BAB and deals +6d6 damage
 
@Delioth I know that strike is really good. I'm adding the damage of an unarmed strike, does it mean I add the sneak attack damage again?
 
Not quite as high damage as other options, but guarantees that an enemy can't hit back
 
@Delioth In a way, a successful daze equates to 1 round's worth of damage from allies who would attack the target
 
grat wyrm's fang also looks good, since I have a returning dagger made of cold iron
 
9:08 PM
@Delioth A lot of games are classless, and many ditch character level too.
 
So if the options are A. Hit the enemy with an extra attack, or B. Hit the enemy with all of everyone else's attacks, then I'd know what to pick
 
Yeah, I think Tail Slap is a 100% pick for you since you're having survival issues. It's not the optimal murder tool (Dazed doesn't actually lower defenses), but it does help. And you have the chance to have 1d4 rounds of free time on them
 
@BESW I'd say of the games that have either classes or character levels, more of them have classes/strong archetypes or something like that, and I cannot really think of one that has levels but no classes. But that's not what you mean, now that I think of it.
 
@Anaphory Trollbabe has levels and no classes XD
(for a given definition of levels XD)
 
I've never played Trollbabe. It's like, levels of escalation, how much scope your actions have, or something like that, isn't it?
 
9:15 PM
@Anaphory exactly. And you don't gain it with XP but by choice, at the end of a session.
 
@Anaphory Famous "traditional" systems with levels but no classes: GURPS, BRP (Call of Cthulhu)
 
@BESW I don't think GURPS has levels, just XP you can spend (get 5 XP and want to buy something Worth 5? No need to wait, do it now.)
 
What would levels be in GURPS? Ranges of character points that are supposedly able to play together?
 
Ah, fair enough.
Because yeah, it's... "levels" is not a universally equivalent concept across all games with levels of play.
I'm thinking of "levels" as shorthand for linear progression models of character advancement.
 
I think levels, coming from games with levels and classes, is "get a package of features all at the same time" - which ties really well with classes. I mean, in D&D 2e everyone leveled up with a different amount of XP and they were levels nonetheless.
 
9:18 PM
Speaking of GURPS, time for my favorite RPG graphic of all time:
 
To me, a game with levels is one where character change is mostly/exclusively gaining more features and higher numbers, rather than modifying or exchanging what they have.
 
Ideally, not having a class means that alla packets are thrown into a single container (and that would be D&D 3.x multiclassing) with no prereqs (packet trees)
 
<awkward>is imgur still on the fritz?</awkward>
 
@Zachiel Not necessarily - You can have a hybrid where the advancement options are thrown into progressive containers
 
Fate does interesting optional modes for all of this.
 
9:25 PM
@nitsua60 I have acquired some undershirts. Tomorrow marks the beginning of an experiment with this "undershirts keep you cool" theory.
 
By default, its character progression is session-to-session lateral and adventure-to-adventure linear
 
@nitsua60 as of an hour or two ago yes
 
And its feature system is normally unpacketed and without prerequisites, but there are special features that come packeted and prereqed.
 
@BESW I was talking about this earlier. Another common feature of leveled systems (or at least, those modeled to be similar to D&D) is that the nature of the game differs at low, medium, and high levels.
 
@MikeQ I'd probably borrow from 4e and call that a tiered system.
4e defines that change in play mechanically, calling 1-10 the heroic tier, 11-20 is the paragon tier, and 21-30 is the epic tier.
 
9:29 PM
That term could work. And I'm comparing it to systems that have some degree of character progression, except the characters and challenges have most (if not all) of their core features right off the bat, and are not fundamentally different between early and late game.
 
In addition to increased numbers and an increased number of features, the 4e tiers gate access to certain categories of buffs and debuffs, travel to certain areas, and confronting certain foes.
Interestingly, 4e's classes start with most of their core features.
At paragon and epic you choose what are effectively secondary classes to complement the first (paragon path and epic destiny), with a new set of features unlocked over time which may or may not be at all related (thematically or mechanically) to your base class.
 
@doppelgreener make sure to examine them for coolant, and for fans, and such
if @nitsua60 is lying about the systems to cool us we must be made aware
:P
oh, sunglasses, especially at night too, we must know
XD
 
@doppelgreener Try soaking and then freezing the undershirts for a few hours. Later, when you put it on, you will feel very very cool
#lifehack
@BESW What do you mean by "lateral" progression? Like an increase in versatility rather than getting larger numbers?
 
@MikeQ that's cheating, how dare you XD
 
@MikeQ I'm pretty confident that that's what BESW meant, yeah. And then there's a third dimension of progression: characters growing a different personality or attitude.
 
9:38 PM
@MikeQ In Fate, at the end of every session you can swap two skill ranks, or replace one of your aspects or stunts. That's lateral: you have all the same numbers and the same number of slots for features, but you've moved them around. At the end of every story arc you get a +1 to a skill, and every adventure gives you +1 to refresh. That's linear: you have more stuffs, not just different stuffs.
 
I like the way Awaken does this: the more you use a skill/ability/... the better you get in it. Used Acrobatics 5 times successfully? Time to get a rank up in Acrobatics.
 
@BESW Huh, I haven't seen that too often. I suppose it's good in preventing players from getting stuck with a bad build.
 
@MikeQ Even 4e lets you do a lateral swap once per level.
It also does a good job at supporting what @Zachiel mentioned: it can be used to reflect how a character's adventures change them.
That's a big part of how Fate uses the lateral changes: it's less "I don't like this stunt anymore" and more "my character has changed their mind about something and I want their abilities to reflect that."
 
On the topic of Fate: I'm running Secrets of Cats for my cat-loving friends on Monday. Do I want to run it as written (skill pyramid), or are there good reasons to run it as Accelerated, Accelerated-with-Dresden-Approach-names, or Aspect-Only? It will likely be a one shot, and I won't pre-gen or half-pre-gen characters, because it's the kind of game where everyone wants to make their cat.
@trogdor (and therefore presumambly also @BESW and @doppelgreener), you did play SoC at some point, didn't you? I grew up without pets, so my genre-fu is weak. Any tips what's fun?
 
I'm increasingly fond of not-skills, just because the skills option usually feels like it's adding complexity out of proportion with improved play experience, but Secrets of Cats' magic system is already baked into skills and I'd be wary of the hacks I'd need to make for it to work with another modifier system.
I haven't had a chance to run Cats yet, actually.
 
9:53 PM
@Anaphory i have not played secrets of cats myself yet
@MikeQ i am told they will help me regulate my body temperature even without that measure
 
I thought it was @trogdor mentioning a Cats character that was a dog that could eat anything to borrow their powers, so I had assumed that was in a game with you.
 
for a moment my brain parsed that as a cat character that could eat dogs
which is horrifying
 
@Anaphory wait whaaaat?
 
So it wasn't you then. Who was it? How do I even search for it?
 
um,...
I have no idea XD
 
10:03 PM
@doppelgreener Also, I imagine, a common cat power fantasy.
 
the last thing I said in this chat about dogs eating people was about people shaped dog treats
 
No, it wasn't eating people. It was based on a real dog that would just eat anything if their owners weren't looking. Probably a smaller breed? And for the game, they gave him a stunt that meant if he ate something belonging to another character, he'd be able to use some of the powers of that character.
 
@BESW they dream of being giant cats like lions, but hope that whatever magic ritual causes this to pass wouldn't also wind up making dogs into giant dogs like Clifford
 
@Anaphory oooh ok
I still don't remember that
especially with the specific addition of it being in Secrets of Cats
 
@trogdor Heck, I might be misremembering that. Or it might not have been in chat (but then I don't know where, there's not really other places I frequent where this might be discussed.
 
10:11 PM
yeah, I mean it sounds like something that could come up here
but I hardly have enough knowledge of SoC to know there is a dog character in it
it sounds a little like something I would dream if I was reading too much about SoC,... but I have not been reading virtually anything about SoC
 
@trogdor There isn't. [Modulo Misremembering:] One of the group decided that they would play that dog in a group of cats. It may even have been that they decided that dogs normally can't do magic, but this guy can when he eats a cat's toy or whatever.
 
@trogdor incidentally, i've actually seriously evaluated under-clothing coolant systems :U
conclusions: THEY R COMPLEX
 
WHERE ON EARTH did I read that story! It's like with my game of two doomed astronauts of different species on a space ship. I feel so sure that I'm remembering a thing, not making it up, with a lot of random details, but I can't find it again!
 
@Anaphory It might be a Call of Catthulhu game?
 
It might be.
 
10:23 PM
About a decade ago I wanted to do a cosplay as a Combine soldier from Half-Life. However, there is an issue: Combine soldiers are dressed for Russian autumn. Pop culture conventions in Australia tend to get held in early summer, and I would be pushing it to wear Combine soldier garb even in Australian winter.
 
@Anaphory If it makes you feel better, I remember hearing/reading about something like that too. Although it may have been you that told me
 
@BESW Actually, it feels much more like a Secrets thing than a Catthulhu thing.
@GreySage That's the problem with the mind. Thinking of something isn't just recall, it's making new, context-dependent pathways stronger.
 
a friend once explained it to me that when you remember something, you're not accessing the same memory you always had originally
you take it, it gets morphed in the context of your current thoughts, and you put back the altered version of it
which is part of how it winds up that our memories of those embarrassing moments from 10 years ago which we keep remember have such acute, intense sensations of embarrassment attached
 
11:07 PM
@doppelgreener oh wow, and here I was making jokes about that
XD
@Anaphory oooooooh ok
 
11:36 PM
yeah
Anytime you remember something you're actually just remembering the last version of it you had, not the original version
 
@doppelgreener Yup, pretty much. It's a side effect of the fact that we can actually remember things by context/content, instead of having to go by some addressing-based access.
 
Should I rescind my VTC on this question? It seems fairly clear cut, but as usual I may be wrong :)
 
You can leave it there for 4 other people to agree (or an arbitrary number to not)
Such is the liberty of having a nonunilateral close vote ;_;
 
11:51 PM
@doppelgreener True, but the designer reason thing is still somewhat squirrely to me and was hoping for some thoughts here.
but i guess you agree :)
so there's that!
Was mostly frustrated that OP didn't confirm or clarify.
 
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