How It's Played (formerly Basics4Gamers) is dedicated to bringing you videos that illustrate game rules in a manner that's easy to understand. I focus on games suggested by members of my Patreon and at the time of this writing that includes Pathfinder 2nd Edition, Starfinder, and Dungeons and Dragons 5th Edition.
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(just feeding the algorithms, don't mind me)
I appreciate it!
@@HowItsPlayed you are criminally under viewed! Your content is great!
Sobbing and crying at the whirling throw change.... my favourite third action....
I feel your pain. But, honestly, it was probably needed.
This video was SUPER helpful. I’m playing an SFS game tomorrow with a pregen Envoy who has a computer and I had NO idea how to use it. 😅
You have such good vibes
Thanks!
Did they change the Tengu's attribute boost? Of the eight ancestries here it's the only one that didn't have the standard boost/boost/free/flaw setup, and with the new rule allowing you to pick two free boosts in lieu of an ancestry's boost it would be kinda silly for them to still have Dex/free.
Tengu are still Dex/Free.
@@HowItsPlayed dang. That's silly. Thanks for the answer though.
So, if I was to pick up PF2 for the first time, this is what I'd want to get?
Well, first you should get Player Core 1 and GM Core, but yes, you should also get this one.
I'd argue GM core isn't as useful, but PC1 at least. Also remember everything is on archives of nethys if you want to check the basic rules and see if you like it
@@eamk887 Thank you, wasn't sure if Player Core 2 was just an updated version of Player Core 1!
new gnoll ancestry dog: i pray this be closest to the kobolds from delicious in dungeon with them tall dog like creatures and heritage wise they are that worlds version of gnolls to be honest.
Thank you for confirming the continued existence of Venomtail Kobolds.
3:40 min I don't think I understand. What do you mean by "draconic exemplar trait"? Also, can you maybe elaborate on the "Don't worship dragons exclusivly"? Are there guidelines?
Kobolds are now attached to any powerful creature, this changes according to their heritage, draconic exemplar would be the dragon the kobold is bound to(its type). Now the draconicblood get that instead
@@nalt5146 So, the colour?
@@derskalde4973 After the remaster dragons are bound to magic traditions rather than elemental colors or metals. But you have the right idea.
NEW ALAHAZRA ART YES
I love all How It's Played videos!
Thanks!
Thanks! Really enjoy your content.
I appreciate the support!
Swashbucklers do it with Panache
I didn't understand the german rules for counteracting so I looked up this video... thanks man. Helped me out a lot. Sometimes it's easier to understand in english, especially when the examples are so great!
This AP seems very hit and miss in terms of errors and unresolved plot points. I don’t know all the details but it’s making me seriously reconsider running it
Kind of a weird question, and sorry if this came up already, but the Deadly trait specifically calls out rolling the extra die after doubling. The Fatal trait does not. Now, what you mentioned about the rule of thumb (always double only the stuff that would happen on a non-crit, then add the critical effects) makes sense, and I could see that applying here. But it seems odd to me that they would call out rolling the die after doubling in one effect but not the other.
Has this change due the remaster?
I love your opinion about how weird it when there are points for roleplay. It completely confuse me usually.
Lol. You're one of those people that pronounces "wolf" as "woof." Why do people do that, btw?
Can't speak for others, but I have a minor speech disorder that makes certain L and R sounds difficult to pronounce. It's especially a pain considering there are two such Rs in my last name!
Something to point out Mark did not point out: You as a player cannot just expect to use an action during exploration by default. Actions and Activities are two different things and if a player wishes to use an Action during exploration where they're supposed to be doing Activities the GM uses the Improvising New Activities rule to turn that action into an activity. Now any good GM and anybody who actually knows the game is going to immediately do this. But if there is a circumstance of great peril; exhaustion or otherwise the GM absolutely can say no to this because you may not use that action during exploration (without the GM improvising it.) Pedantic but needs to be stated.
Everybody I think runs this wrong at some point in time. Me included. Familiars cannot activate. Familiars cannot strike. Familiars don't threaten squares for flanking; and much like eidolons or animal companions unless an item specifies it can be equipped by it; they can't actually have a little backpack or etc RAW. As outlined here its clear they have a bulk capacity of roughly 2.5 althouh its not directly stated. And the lack of activation is because the book doesn't say they can. And it specifically outlines what familiars CAN DO which doesn't include activating. This has now been quadruple confirmed because in PC2 we are getting the "Item Delivery" Familiar Ability that now uses ADMINISTER terminology to activate a item of negligible or light bulk. It's terrifying how 2 years later the information for all of this is available but nobody wants to read or listen to it and Paizo never decided to put this information in an easy to see place.
Two years later. This is the video that likely inspired them to include a actual Reposition action in Remaster. So if they can do that for Reposition why can't they do that for other noncodified actions that are more confusing; such as Leaning?
So many tables run this wrong. In remaster now this text is not even it's own topic "move actions that trigger reactions" it's now just a small snippet of "If you use a move action but don't move out of a square, the trigger instead happens at the end of that action or ability." Examples: Creature Moves square (Reactive Strike happens before action) Creature Stands which is [Move] without moving a square. Reactive strike happens after the action because of this specific rule. The creature standing when hit with Reactive Strike is no longer prone for purposes of that strike either as it happens after the action (after standing.) It's a criminal shame that this video isnt anywhere official on Paizo's website and two years later seldom know this.
Underrated Vid
just a reminder, silversheen / Silver Salve is not a poison it is just a consumable you can apply to your weapon or 10 ammo.
Thanks for breaking this down to the basics!
How game breaking would it be if I just didn't allow Hero Points?
Algorithm really knows me well. I was just about to search for a guide for runes, but your video popped up on my feed first.
Trying to emulate a video game experience rather than foster playing out a story is an unfortunate design goal IMO
I'm kinda new to ttrpg in general but i've listened to a bunch of DnD podasts before DMing PF2e. And I don't get why long resting is so weak in this game. It feels unnecessary, because, like someone pointed out, you can just just Cure Wounds, or spam any other "free" healing spell/ability, so you end up with a long rest similar to DnD where you get all your HP, but you had to spend more of your precious playing time handling the tedious details. Maybe I'm missing something, but it feels to me like the developpers of PF2e made a mechanic more complex for no reason. Is there anything I'm missing here ? Edit : I love PF2e for many reasons, and I wouldn't switch to 5e. This is the only detail that bugs me, I'm not saying pathfinder is bad.
my question is, with all the final fantasy with actual character customization and build. why 14? why not tactics, or 10, or even 8?
14:09 "How about a person who's under the influence of gesh, or jee-uss, or gee-uss, or whatever your pronunciation of choice is?" GI-ush. That's about the closest an English speaker is going to get to the original Irish. The plural is 'geasa' (GI-ush-uh) but in English you're more likely to see it as 'geases' (with the final 'es' pronounced as a normal English plural, which sounds weird but is common practice for loanwords).
Amazing series!! You've earned yourself 2 subscribers today (me and my friend) 🌟🌟🌟🌟 Can't wait to watch all your starfinder series 😁
This AP is definitely not in my wheelhouse, but I appreciate these videos so I know more about the books than just the cover blurbs. Thanks!
It's a shame that secondary casters mostly ruin the final roll rather than actually helping them. Rituals are pretty bad in PF2.
Correct -- same type bonuses do not stack and same type penalties do not stack. You apply the best bonus and worst penalty.
Mage hand?
Is a level 8 druid with soaring shape able to trasform into let's say a bird using his reaction while falling?
No, Wild Shape requires 2 actions to cast.
@HowItsPlayed it means 4 seconds in gametime. Why shouldn't be able to do so in a fall that lasts more than 4 seconds? forbidding it seems quite unrealistic...
Do we ever find out who or what did the thing that triggered *waves hand* everything?
This is the kind of campaign I would like to run for my kids, but not sure if I would to start them at this level. What other adventures do you think are a good setup for this one? I was thinking Troubles in Otari leads pretty well if make some tweaks.
Does 2e reach still havevthe 1e limitations at 5'?
I've played a few sessions of this with my PF2e friends on Roll20 and we've been enjoying it a bunch. Pros: - It captures the "feel" very well. The tank feels like they're tanking. The Black Mage feels like they're juggling their AF and UI stances to manage their MP while maximizing damage. The abilities of a TTRPG White Mage lv30 are the exact same ability names and general functionality of an MMO White Mage lv30. - Interesting boss monsters (vanilla or homebrew) can make combat strategic and interesting. The telegraph markers are in theory very easy to dodge, but moving means giving up your Focus activity, and it might also move you away from the relatively small range of the White Mage's AoE healing or the Bard's party buffs. There's a push and pull for staying clumped for player abilities, versus enemy telegraphs forcing players to spread far apart. - There is lore justification for a character to be in possession of multiple "job stones" and character sheets so far are very static. Together, this means that it's very easy for the tank player to change to a caster DPS if they feel bored and want to mix things up, without narratively having to retire Selina the elf fighter and introduce Serin the dwarf cleric. - Very few feels-bad turns. One correction from your video, if the attack roll is a nat20, it's a Critical. If the attack roll exceeds the target's defense, that is a Direct Hit, but otherwise (even on a nat1) they still do the Base Effect. So even that player who complains about having cursed dice will still be doing like 3 points of guaranteed damage, plus effects like a tank generating Enmity on the target, regardless of their dice. - The lowest level character sheet still has like 12 abilities. Even if they have obvious niches like the single-target attack, the AoE attack, the DoT attack, the burst attack... you feel a lot more mechanically engaging than low-level characters in some other systems. You also have multiple different reactions (Instant Abilities) and can use more than one per round, which mean that players end up way more engaged outside of their own turn. Cons: - Number one is absolutely the lack of progression. Unless the full rules add support for this, I can't reward players with a cool magic item, or 500 experience points, or other carrots to make them feel incrementally stronger. You could probably string together a long campaign out of 4hr scenarios like the examples in the Starter Set, but the players would have to understand and accept that they'd gain very few mechanical benefits over the length of that campaign. - Lack of character customization isn't great, but can be offset somewhat by changing jobs regularly. The MMO has 21 or 22 combat jobs, so as more of them are added via official release or homebrew, players can at least experience variety that way. - Mooks are not particularly interesting, so combat interest is massively determined by the special abilities of bosses. Until an official bestiary is released, the GM will need to keep homebrewing interesting boss enemies, since recycling old ones will lose their luster quickly. - Telegraph markers are a bit cumbersome for the GM, even on Roll20. The boss(es) might have one or more telegraphs each, and even some mooks will have a telegraph. So on every enemy turn, you're resolving the old telegraph, removing the marker from the map, rolling normal enemy attacks, and then usually placing down new telegraphs on that same turn. There's probably VTT tricks to do this quickly, but for physical play that's going to be a lot of "lift your token, place it on top of the telegraph, okay now lift your token so i can get rid of the telegraph oh wait there's a new telegraph." I think the telegraph system is interesting and worthwhile and adds something to the game, despite this.
Also: if at all possible, play on bigger maps than those packaged with the game. I doubled the map size from 8x8 to 16x16 and it massively improved the player experience.
I love this series of How It's Played videos!
Thanks!
I've always held that alignment is 1) most importantly about the life one leads, not the actions one takes at any given time, and 2) is mostly the domain of gods and how they interact with mortals, rather than what mortal people seriously consider. It's for what afterlife you can enter, what gods would call for your action, and what divine aid you might receive, and it is determined by how you act, instead of defining how you act by how close it is to the alignment you should have.
Thanks for this great overview. The adventure sounds great. What do you think are good adventure paths that one could play before this one? I can see Gatewalker leading up to this and maybe Quest for the Frozen Flame, but I feel like most other adventure paths don't really fit with this one.
This seems great for one of my groups. I like the repeated use of the Influence system. Is this adventure light on combat? If it is, I may just have to add some of my own.
I love those videos, even tho I never run APs. Because every time I try to read one for inspiration it's like I have a brain block, I don't seem to be able to follow it. So having a rundown on them is very useful to me to seek out the parts parts that could interest me specifically. Here, how they use 3 different Victory Point subsystems really do tickle my curiosity after my very good experience with the Infiltration one. I'm really gonna check their implementation.
You had called it "ascended animal", I think you mean Awoken Animal from Howl of the Wild. Also the NPCs in chapter 1 were not the prospective leaders for the lodge, nor does Valenar the Green announce his retirement before the Gala ends. The month's time of activity for the PCs before the election is not for politicking. Are you sure you got that part of the module correct? Also the flash point you are mentioning is the one with the Dryads, and it doesn't involve negotiating peace between the fey and the lumbering consortium at all.
You also seemed to have missed Ligneous Instinct for Barbarians and several others, was this video made in haste? This isn't like you miss so much or get small details wrong, I know you were doing things for the players; but you made obvious errors on material you had covered before as well as the overview of the campaign.
Sounds really fun, more compelling than the trailer, got that real politicking to prepare for war, GOT vibes I've been looking for. Do you have any recommendations for adventures/modules to use to get players from level 1-5, to get them ready for this adventure path?
hmm looks really fun. Looking forward to part 2
This sounds great. I hope they do a version on Foundry. Looking forward to the next installment to hear your thoughts. I like the level range.
It is on foundry! :)