Pathfinder 2e, and the last TTRPG session for the year... unless someone decides to change it anytime over the next couple of weeks.
It was very fun. Pathfinder works very awesomely for high-level play. Turns out the boss fight was so much faster than in D&D, despite the crunchier rules. So fast that we actually spent more time with the puzzles and the exploration of the dungeon instead of the boss. They were very puzzled as to why that boss was taking little to no damage, until they figured out how to properly fight it. What made them figure it out was the clues that I let off earlier, when they realized they had to cut a supply of energy that kept the boss immune to everything. After they did, everything went incredible, though they didn't count with the secret I had up my sleeve. It was a very intense, yet satisfying fight. With two NPCs supporting the party, it was all good fun.
Now, I'm going to prepare for the last boss, which will be more intricate than this. I don't want to make a boss that is just hit them until they are dead, nor I want to make a fight that revolves more around tactics so much so that it requires for me to keep track of everything on a grid paper behind the screen. I'll be honest, I love to run bosses like Metroid Fusion's Nettori or Human Revolution's Hyron Project, meaning bosses that can't move. Flavor-wise, they can be more intriguing, mysterious, or even straight out complete nightmare fuel (
Hyron Project, despite being the easiest boss of Human Revolution, is probably the creepiest boss that I've seen in a videogame, and it doesn't help that type technology can be developed within our lifetime), but also, they have much more control of the environment they inhabit. If run correctly, a boss like that can make a party's life so hard they'd end up resorting to very desperate measures. The thing that I think it's poorly done with these type of bosses is that they have the ability of summoning minions, something that Nettori completely averts, and instead opts for plasma attacks once enough damage has been dealt. Instead of using that, I kept my party on check, and every time they tried to use an action to move, they had to make a Reflex save to avoid a constant thing that was released in the environment, otherwise they'd lose an action, and be pushed further into a pit. Ironically, I made the combat very tactical, yet I didn't require the grid because everything relied on the dice.
I didn't run Initiative at all. That kept things going. I just went from left and went clockwise, just as ICRPG states, and the session went very smooth. The only times we stopped was to calculate rolls due to the nature of Pathfinder having so many numbers to deal with, and the fact that we can't afford a paid version of Pathbuilder to access the "Proficiency without levels" feature slows my players because they must substract the level from their rolls, DCs, and ACs. As I said before, I don't like the fact that you have to add your level to the rolls; it artificially inflates the numbers, and it makes creatures of lower level completely trivia. I like to have a game where a level 1 creature can still be a challenge, no matter the amount of Hit Points or the DPR a character has. So having to subtract 15 from their modifiers bogged down the gameplay, but me being the GM, I didn't allow it to be as such a lot. I just said "yeah, you hit/save" if the player took too long. I've heard the unorthodox advice of just saying yes to everything the players do, and it has worked. I even used a Bob World Builder tip when it came up an use for Mage Hand that wasn't RAW (using to hit someone and give them a push on a jump), so I had the player to sacrifice one of his physical Ability Scores, and spend an amount of points he wishes in order to use them as a modifier for the attack for Mage Hand, since it isn't something written in the rules, in exchange that he gives me one of his Hero Points. He did, and it was one heck of a way to have even more uses for Mage Hand. Seriously, that one rule BWB stole from Dungeon Crawls Classic just gave us a lot more uses for the spells. I only allow it with the expenditure of a Hero Point, though, unless it's just way too epic, so I give them up the use for free, but they have to sacrifice a physical ability score. Normally, I would've used the RAW from DCC, but because it was a test of the idea, and it was just for that scene, I allowed the character to recover his STR when the next scene arrived.
So yeah, adding stuff from other games just made Pathfinder even more fun than it is, and I like it that it runs so much smoother with high-level play. Our last session will be purely combat with another puzzle boss, one that I promised myself to make even more lethal, and have everyone at the table working as a team.
December 17th, 2023
Kickboxing: Day 140
Morning Routine:
The Right Side + 10 Decline Push-ups
Sól Salutation - LVL I +EC
Daily Dare: 30 Seconds Pacer Steps +EC
Count: 1326 - 1322 +EC
Night Routine:
Mani Salutation - 1 Set
Five Rites
Virasana Meditation
Daily Gratitude
Counting Victories
Programs:
Fit December: Hall Pass #4
Bucket List:
Shadebound
Workouts:
100 Burpees +EC
Glutes, Quads, Hamstrings & Calves
100/50 Strength: 1 Round
DAREdice: 20 Full Burpees
1 minute
Uttanasana w/Toe Reach
Hamstring Stretch - 1 minute each stretch (+1 minute per side)
2-Minute Elbow Plank
Daily Walk
Shuffle Dance! (
#1,
#2,
#3,
H.A.T.E.R.)
Belly Dance
Dancing Days: 14
Challenges:
Power Squats: Day 17
Bucket List:
Daily HIIT
Epic Abs
Writing progress:
Nope
1500 Get!
Daily 1500
Reading progress:
Ringworld - 40%
The Colour of Magic - 48%
Shadowhunters: The Mortal Instruments - City of Ashes - 0%
Casino Royale - 10%
Other Victories: