I am not going going to lie I wanted to start this channel to make videos that people watch and make something out of it. Personally I like making videos and I find it fun but what makes it even better is the idea of forming a community of gamers who like games just like I do. I am just like everyone else and even now I am typing this with only 6 subscribers, most of which are my personal friends.
If I get big then just read this and remind me where I started, I am only human afterall and I make mistakes.
I think the Unravel is a great "tool" weapon. It's not part of your optimal barrage, but can be used as a powerful finisher and has reliable 2 for when it misses. Enemies that tend to have higher evasions also tend to have lower hp and 0 armor iirc, so it has a nice niche there whether it hits or misses. I have one on a midrange striker everest build and on a chomolungma. The former has enough mounts for a toolbox (and the uncle class compcon later) and the latter is hacking most of the time, so it will mostly be using the unraveler when an enemy is low or exposed and taking double damage.
The Ruffian has an excellent combo, if I can say so myself - with the nonhuman races: for example, a Dwarf can take the racial weapon feat and next thing you know he can sneak attack with, say, a battleaxe (that, to him, is a simple weapon)... and the same pretty much goes for most races, from the mighty Orcs to the astute Gnomes. And if a human wants he can join the party with the appropriate feat...
I just realized that the Assurance feat is SUPER good with the Shorthanded feat! It lets you ignore the penalty, so if your Assurance value is high enough, you don't have to worry about failing a lot of those checks, if I understand the rules correctly! The only thing I really want to do with this is to find a way to functionally have a cannon like Mina in Kaiju no. 8, though. lol.
You could always remove the grid and deal with it using distances like in Baldur's Gate or Pillars of Eternity does. Modern VTTs would be able to handle it, but you lose some of the clarity of the grid. It would require your token to have a preview that shows who will be accounted for in AOE effects and auras. As for the real tabletop setting, you can borrow a trick from old artisans and have a market piece of string. You can mark or knot the string at regular intervals to signify 5ft ingame. You extend the string from your character's starting point, extend the string the number of 5ft increments you want in EVERY conceivable direction. I'd recommend keeping all movement limited to 5ft ingame increments to avoid people trying to trick inches to gain movement and to accelerate all math. For determining AOE, you need a string tied to two pencils or tricks. One marks the origin point, the other you extend as far as the string allows and turn it around to mark the perimeter of the circle. If the tokens or miniatures touch the string or the external pencil, or if they are underneath any of those, they are within range. All in all, I feel the 5ft to 15ft an adequate approximation. It has come up as something that has enabled certain maneuvers or forced us to reconsider our strategy before. Don't know if I can say that it is absolutely necessary for the game, what I can tell you is that I would, personally, have cheated a lot more movement to fit targets within my ranges in a way that would have made my character move in diagonals over orthogonal almost exclusively. The distance gained by not calculating diagonals like that is that noticeable.
For climbing as well, I've been considering homebrewing it. But recently I had incredibly fun times by costing enemies climb by getting a ladder and grappling hook. So I'm reconsidering that lmao
Regarding diagonal movement, consider an example where you are one stride away or 30 ft. apart from an enemy. Now, place a pit, wall, character with AoO, or any other hazard or the like directly halfway between you and the enemy. And suppose it requires 2 spaces to the side to avoid such a hazard. With costed diagonal movement, the enemy now required 2 strides to get to you. This is what costed diagonals add. With free diagonal movement, it's still only 1 stride. The tactical play of putting something directly between you and the enemy is completely nullified if you don't cost diagonal movement. To visualize it IRL, just compare walking in a straight line, to walking around an obstacle. Very different things. Hope this helps.
This is a more compelling argument but if you would allow for some counter points. First of all I understand the math, the point was whether diagonal movement added to the experience or not. Secondly, any ruling that inconveniences the players more than the gm should be considered for homebrew, as although players can place obstacles in the way so can the GM and the gm can do so more freely also it's less inconvenient for the gm because the whole point is for the gm's monsters to die or be inconvenienced so this is honestly worse for the players. Last point, unless a player is large, it is impossible to place any are directly on their head since aoes are place on the vertex of a square which means there is always a shorter way for a character to move which feels lame because you wanted to place the hazardous terrain directly on a enemies head so they have equal distance in any direction
@@theebadluckgamer Hmm, I suppose it's subjective. But for me, it takes away so much if you don't cost diags. I want to stand in front of my ally to defend them. I want to leap over pits to create distance. I want to use difficult terrain and traps. I want reposition and shove to matter. And free diags takes away so much from these strategies.
I think that's all completely fair but I would say that most of these example are relevant only if you have reactive strike and pits still create distance as the the amount of spaces around a pit are relative to your distance from the pit. Not counting diagnols only allows you to circumnavigate a pit if you are as far as the pit is wide, also most monsters can leap over most pits the same as characters. Don't get me wrong here, either way is fine I just personally find removing the rule just cuts a lot of chaff and O find players get rubbed the wrong way about it more than they are requesting it
The Unraveler is one of the best weapons to put on Pegasus, Eye of Horus, Hunter Lock and boom, you deal 10 damage, no rolling required. Co-player is fielding some Lich systems, including the NHP, and so far, the shenanigans were definitly there, like using Didymos to get two pilots out of a bad spot when we were dismounted. Schrödinger's Mech intensifies
Actually looking at this whole thing in context makes me hope that paizo is willing to nerf splatbooks. Why is this slug better than most spellcaster feats in the game.
These things were obviously directly Inspired by an old Scify channel TV series about aliens coming to earth. their human bodyguards were given symbiotes that were basically This thing :)
Every thing about Ostilli Host looks balanced until you realise it is all about buffing a one action reflex save cantrip. This is an amazingly effective use of a 3rd action. For builds with a spare action and big two handed weapons this is great.