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Pathfinder: Kingmaker- Wrath of the Righteous out now!

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  • captainkcaptaink TexasRegistered User regular
    There are six difficulty settings and you can customize your difficulty on top of that.

  • WACriminalWACriminal Dying Is Easy, Young Man Living Is HarderRegistered User regular
    Considering buying this, but I have a question for the folks who have already played some: Do the roleplaying choices feel meaningful to the outcomes, or does it feel more like slightly different flavors of the same outcomes? For example:

    Meaningful decision: "I chose to hire a few extra guards, so this key NPC survived the night."
    Different flavor: "I chose to hire a few extra guards. The key NPC still died, but he gave me some useful information with his dying words."

  • PhillisherePhillishere Registered User regular
    edited October 2018
    WACriminal wrote: »
    Considering buying this, but I have a question for the folks who have already played some: Do the roleplaying choices feel meaningful to the outcomes, or does it feel more like slightly different flavors of the same outcomes? For example:

    Meaningful decision: "I chose to hire a few extra guards, so this key NPC survived the night."
    Different flavor: "I chose to hire a few extra guards. The key NPC still died, but he gave me some useful information with his dying words."

    Former. Not sure how in depth it goes, but there are a lot of rippling effects in the prologue.

    Phillishere on
  • captainkcaptaink TexasRegistered User regular
    Replaying the prologue i think i figured out which companions will come with you. There’s two choices you make but no matter what you actually do, it's how you defend your choice. On the gold box, Valerie is lawful, Harrim is chaotic. On the rescue, Linzi is good, Jaethal is evil. I think Amiri joins up regardless.

  • KingofMadCowsKingofMadCows Registered User regular
    This game is too rushed. They should have built in a much better tooltip/tutorial system before releasing it.

    If you haven't played D&D games before or if it's been a long time since you've played, you're going to be confused about a lot of core mechanics. And the game does such a bad job of teaching you.

  • WACriminalWACriminal Dying Is Easy, Young Man Living Is HarderRegistered User regular
    OK, it's downloading. What should I know before I start?

  • Rhan9Rhan9 Registered User regular
    WACriminal wrote: »
    OK, it's downloading. What should I know before I start?

    Torches and fire/acid flasks or aoe spells against swarms.

    You might want to customize difficulty options for quality of life, such as removing ability damage on rest, instead of resting and recasting lesser restoration. Same result, much less wasted time.

    Perception is useful for all characters as they get separate checks, otherwise having a single specialist per skill in the party covers most situations.

  • EnclaveofGnomesEnclaveofGnomes Registered User regular
    Have had to reduce the difficulty of fights immensely. Because before that everyone just died in one or two hits as all the enemies remained largely as strong as they are now.

    The only meaningful change appears to be reducing the damage you recieve.

    I'm really enjoying the kingdom management side and the role playing...but man the combat is just fairly boring, Every time I think "Maybe it's a difficulty thing" and change the settings...it just makes the enemies hit like trucks and become health sponges. There simply isn't any real fun or tactics in the combats mechanics.

    You've got dozens of samey spells, most will miss. Buffs and heals are the only things that have any real impact I never feel like I've made some critical move that sways the fight...just that I'm outlasting enemies.

  • Rhan9Rhan9 Registered User regular
    edited October 2018
    A blaster is a very different build from a pure caster, since you need to focus on specific feats to make it viable in ways that limit your utility and overall power as a caster. That's why a sorcerer is probably the smarter blaster build, but they tend to get eclipsed by a pure caster in later levels. Most attack spells in the early parts of the game seem to require eanged touch attacks to hit, which needs basically a high DEX, Point Blank Shot and Precise Shot, maybe Weapon Focus:Ranged Touch, to be reliable. That's a huge investment, potentially making you comparably weaker on higher levels.

    In straight damage, I'd say that a conjurer can indirectly do more through their summons, and utility spells are a huge game changer in a buffed vs unbuffed fight, making something nearly insurmountable into a cakewalk, depending on the spells chosen.

    At least in my experience so far. My conjurer is pretty pathetic 1v1, but can turn the tide in most fights with a few good buffs and summons.

    Rhan9 on
  • PhillisherePhillishere Registered User regular
    edited October 2018
    Have had to reduce the difficulty of fights immensely. Because before that everyone just died in one or two hits as all the enemies remained largely as strong as they are now.

    The only meaningful change appears to be reducing the damage you recieve.

    I'm really enjoying the kingdom management side and the role playing...but man the combat is just fairly boring, Every time I think "Maybe it's a difficulty thing" and change the settings...it just makes the enemies hit like trucks and become health sponges. There simply isn't any real fun or tactics in the combats mechanics.

    You've got dozens of samey spells, most will miss. Buffs and heals are the only things that have any real impact I never feel like I've made some critical move that sways the fight...just that I'm outlasting enemies.

    Combat is the weakest part of the game. I feel like the timing of the system is either off or works in a way that doesn’t 100 percent jibe with what’s going on on the screen.

    Spellcasting feels particularly off, with the length of casting and high miss percentages making mages ineffective. Your swordfolk will hit several times, with more accuracy and damage, by the time it takes to fire off a spell. It looks like there abilities to mitigate this - which also suggests this is inherent to Pathfinder - but that feels like a place they could have taken liberties.

    This really highlights the wisdom of PoE slowing down fights. If you are getting one-hit killed in that game, it is a signal the enemy is vastly over-levelled or there is some trick to the fight.

    Another thing the game doesn’t telegraph is that it wants you to use the environment for hard fights. Two major spoilery examples (both very early post opening act):
    In the Stag Lord’s fortress, there is an owlbear in an enclosed pen. If you set it free, position your team with fighters at the door back up by ranged in the pen and press hold, then you can send a single member out to start combat then lead them back the ambush.

    In the curse on the hilltop timed quest that spawns when you get your lands, there is a ravine at the bottom of the map. Position fighters at either end with ranged in the middle then send in someone to start the fight and lead the spiders back. What was an unwinnable fight becomes manageable, and it really looks like the map was designed particularly for this strategy.

    The game never tells you this, so it is extememly easy to get caught in unwinnable situations because the game really wants you to be using these choke-points. Hold is also really important, although you have to manage it so the fighters don’t end up standing around becuase they can’t reach an enemy.

    Phillishere on
  • captainkcaptaink TexasRegistered User regular
    Typing out all those comments made me realize that there's several really interesting archetypes, including some I feel like people always want but never get, like the ranged Paladin one.

    Mad Dog is a Barb with a War Dog buddy that trips their enemies and generally fucks shit up.
    Archaeologist is basically Indiana Jones.
    Herald is the super summoner a lot of people seem to want. Monster Tacitician too.
    Kensai/Wizard is basically back in the Sword Saint.
    Sensei is the Monk/Bard hybrid you never knew you wanted.
    You can change your Sorcerer to either Wisdom or Intelligence based casting.
    And then there's scroll savant. A wizard whose special ability is casting spells from scrolls better.

  • BucketmanBucketman Call me SkraggRegistered User regular
    I dunno, maybe its because I've played a lot of CRPGs, maybe its because I played a ton of 3.5 D&D and Pathfinder, but I find the combat fun and understand the rules enough that its not an issue. I haven't run into a lot of difficulty issues except a few fights I've run into and ma just not ready for yet.

  • JasconiusJasconius sword criminal mad onlineRegistered User regular
    edited October 2018
    i'm playing one notch above Normal difficulty, but I'm finding this game hard to the point of being unintentional

    but it's very polarized. i'm either instagibbing whatever is on screen, or getting instagibbed, and very little inbetween

    i'm not that familiar with D&D mechanics, but here's my take on what's bothering me

    - Baseline enemy armor class seems very high. Is your opponent holding a shield? Hope you still have some charges left for spells/auras that grant attack bonuses. Otherwise enjoy 90 seconds of whiffing

    - Low level spell-casting seems laughably weak. I think I can count on one hands the number of times I've landed a meaningful debuff on a tough enemy. (e.g., one where it actually counted)

    - Enemy alchemists and other nuke/AOE NPC AIs are completely indifferent to murdering their own team. They will happily firebomb half a dozen of their own allies in order to lay waste to your frontline, where you don't have the same luxury. These bombs also OTG, so if you don't immediately sellout to attack or disable these units, you have to Load Save

    - Acrobatics seems to only work sometimes??? I feel very uncomfortable ever trying to move a unit once he's engaged because there seems to be a constant chance for AoO no matter what, which compounds the suicide spellcaster AI issue

    i actually got frustrated and quit last night, something that i haven't done in an RPG in like... a decade so... wew

    Jasconius on
  • captainkcaptaink TexasRegistered User regular
    I think Defensive Combat is a toggle to help Opportunity Attacks? Or does it just give you AC?

  • BucketmanBucketman Call me SkraggRegistered User regular
    Honestly, this is an issue with the 2nd and 3rd editions of D&D as well as 3.5 which was what was sort of translated into Pathfinder, its an issue with the original Baulders Gate games as well, low level play isn't very good. Spellcasters have like 3 spells to use a day, and non magic characters start to lose ability by like level 5. Pathfinder is a little better with it, and you just get better as you go, but its an issue that 5th edition addressed pretty well I think.

  • PhillisherePhillishere Registered User regular
    Bucketman wrote: »
    Honestly, this is an issue with the 2nd and 3rd editions of D&D as well as 3.5 which was what was sort of translated into Pathfinder, its an issue with the original Baulders Gate games as well, low level play isn't very good. Spellcasters have like 3 spells to use a day, and non magic characters start to lose ability by like level 5. Pathfinder is a little better with it, and you just get better as you go, but its an issue that 5th edition addressed pretty well I think.

    The bigger issues are the hit chances and casting length. They may be accurate to the tabletop, but it doesn’t feel great as a CRPG.

    My spellcasters have enough tools to do what I want, but it doesn’t matter if the spells never land and take too long. Resistances are something I’m used to with these games, but the other issues feel worse than the BG games.

    Overall, this is a great game, and you should
    get it if you love the genre. We’re just at the stage where the developers need to tighten the edges.

    Also, the more spellcasters who have acid the happier you’ll be.

  • PoorochondriacPoorochondriac Ah, man Ah, jeezRegistered User regular
    Debuffs aren't especially useful, and are kinda hard to land. Buffs, though, are super powerful/useful - Cat's Grace alone makes your frontline damn near untouchable.

    Likewise, specifically-targeted spells are kinda hard to hit, but AoE stuff whups ass. Especially if you're willing to cheese a little bit. Hold up as soon as you see enemies, lob a bigass fireball slightly into the fog of war, and catch everyone flatfooted so they all fail their reflex saves. Feels real good.

    I've also found the teammate power that weakens enemies' flanking bonuses to be super useful.

  • BucketmanBucketman Call me SkraggRegistered User regular
    You get a Barbarian, Rage em up, cast enlarge person, cast Bull Strength, give them some mage armor or barkskin, watch your enemies fall.

    Also Summon Monster II or greater is a fantastic spell, summon your dude behind the enemy for flank bonus

  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    Honestly, right now my biggest complaint with the game is that the Calligraphy is way too elaborate. As far as my brain is concerned my party members are; Alerie, Inzi and Miri.

    A Capellan's favorite sheath for any blade is your back.
  • NyhtNyht Registered User regular
    How are druids faring in the game for anyone who's playing one?

  • PhillisherePhillishere Registered User regular
    From the other side, it feels like alchemists are god class. I always go straight for them, because their explosions can wreck a party in seconds.

  • ElvenshaeElvenshae Registered User regular
    edited October 2018
    To help with landing debuffs on enemies, there are a couple things to consider:
    • Spells will generally either have an attack roll or saving throw; only very rarely will they have both. Accordingly, use your spellcaster's better stats to land those spells.
    • Spells with attack rolls will either use BAB+Dexterity (rays, orbs) or BAB+Strength (melee touches), unless you use Weapon Finesse - in which case, the melee spells will use BAB+Dexterity, too.
      • These will go against your opponent's touch AC, which will not include bonuses for heavy armor, shields, natural armor, etc., but will include dexterity, dodge, deflection, etc.
      • That means that touch spells will work well against BIG, SLOW, HEAVILY ARMORED targets, and less well against small, nimble, fast ones.
      • Dragons have can normal ACs in the 20s easily, but their touch ACs rarely get much above 10.
      • Melee touch spells also stick around if you miss your first attempt, so you can try again in subsequent rounds.
    • Spells with saving throws come in 3 flavors, based on what they target: Fortitude, Will, and Reflex.
      • Here, the caster sets the DC, and the enemy rolls against it. The Base DC is 10 + Spell Level + Casting Attribute. So, if you've got 15 Intelligence (+2) and are casting a 3rd-level spell, the save DC is 10+3+2 = 15.
      • Thus, to improve the stickiness of these spells, you need to pump your spellcasting attribute.
      • You can also grab some Spell Focus feats, which improve all saving throws for a particular school. When picking these feats, keep an eye out for how many spells in your school actually have saving throws - Conjuration tends not to, but Enchantment lives and dies based on saving throws, since the spells are almost all all-or-nothing; Evocation tends to save-for-half-damage effects.
      • Fortitude saves are based off of Constitution, and "fighty" enemies (Fighters, giants, etc.) tend to have strong Fort save growth.
      • Reflex saves are based off of Dexterity, and "nimble" enemies (animals, Rogues / Rangers, Fey) tend to have strong Ref save growth.
      • Will saves are based off of Wisdom, and "caster" enemies (aberrations, Clerics / Wizards, Outsiders) tend to have strong Will save growth.

    So, taken together, you really need to tailor your spell loadout to the enemies you're facing in order to get the most out of your spells. Against Dragons, with super-high saving throw bonuses, target their touch AC. For Fighters and Giants, target their Will saves. Against Clerics / Shamans, target their Reflex save.

    Elvenshae on
  • WACriminalWACriminal Dying Is Easy, Young Man Living Is HarderRegistered User regular
    Played some last night. It's very good, but man would I prefer a mod that removed the real-time aspect of combat entirely. Literally just give me an XCOM-style turn-based grid affair and I'll be in heaven.

    I've got it on "auto-pause at the end of each round", but it's just not working the way I thought it would.

  • BigityBigity Lubbock, TXRegistered User regular
    WACriminal wrote: »
    Played some last night. It's very good, but man would I prefer a mod that removed the real-time aspect of combat entirely. Literally just give me an XCOM-style turn-based grid affair and I'll be in heaven.

    I've got it on "auto-pause at the end of each round", but it's just not working the way I thought it would.

    This is why I was really bummed that Temple of Elemental Evil tanked and the developer folded.

    Turn-based, true(ish) to table top 3.5 AD&D.

    Wonder if we will see a 5E turned based CRPG at some point.

  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    Man ToEE was amazingly fun. And yeah I would love to see more turn-based, true(ish) to rules CRPGs.

    Honestly if ToEE had a module maker akin to NWN's I think that game would've become extremely popular. Hell even without such a thing modders have been able to add a ton of stuff to ToEE.

    A Capellan's favorite sheath for any blade is your back.
  • Albino BunnyAlbino Bunny Jackie Registered User regular
    I'm kinda tempted to get in on this purely because I've being reading Pathfinder 2 lately so spending far too long on system mastery garbage is appealing right now.

    Though there seems to be some weirdly mixed reviews about how well the real time combat and encounter designs work.

  • Rhan9Rhan9 Registered User regular
    Bigity wrote: »
    WACriminal wrote: »
    Played some last night. It's very good, but man would I prefer a mod that removed the real-time aspect of combat entirely. Literally just give me an XCOM-style turn-based grid affair and I'll be in heaven.

    I've got it on "auto-pause at the end of each round", but it's just not working the way I thought it would.

    This is why I was really bummed that Temple of Elemental Evil tanked and the developer folded.

    Turn-based, true(ish) to table top 3.5 AD&D.

    Wonder if we will see a 5E turned based CRPG at some point.

    Troika never forget

  • Vi MonksVi Monks Registered User regular
    Can anyone elaborate on the kingdom-building elements? Is it a robust, fundamental pillar of the gameplay, or is it more like PoE's castle management, where you basically just click some buttons to build some buildings and get some buffs?

  • captainkcaptaink TexasRegistered User regular
    edited October 2018
    I think my dex-based magus is too feat hungry to be an Elf.

    Seems like the right thing to do is try again as a Sword Saint Human. I have enough feats at first level to get slashing or fencing grace, which means strength can be dumped completely. Stupid feat taxes, I like the way 5e does Finesse much better.

    That or try a regular Magus that's strength based. They eventually get medium and heavy armor. Much fewer feats needed. OR go dex-based Arcane Archer, and start with Precise and Point Blank Shot.

    captaink on
  • PhillisherePhillishere Registered User regular
    edited October 2018
    Vi Monks wrote: »
    Can anyone elaborate on the kingdom-building elements? Is it a robust, fundamental pillar of the gameplay, or is it more like PoE's castle management, where you basically just click some buttons to build some buildings and get some buffs?

    It is a multi-level system.

    Level 1 is a card-based system akin to the last Dragon Age game. You assign people in your court to roles, and then task them with missions and projects that take a set number of days to complete. This can either improve the stats of your kingdom or generate quests.

    Level 2 is a city building system. This is a seperate screen that featues a nice depiction of your settlement - looks a little like Northgard. You build buildings that have adjacency bonuses and unlock upgrades and new buildings. I have had one quest that required a building and a conversation that unlocked a free one. I’ve not yet had it generate a quest, but some of the descriptions of the buildings makes me think it is coming.

    Level 3 is a kingdom map. This allows you to start new settlements, claim territory, and you can see where your tasked advisors are focusing their efforts. It looks like you will eventually be able to build new towns with focused economies.

    Level 4 is a court system. This is like PoE where people come to you with problems. This frequently leads to new quests or upgraded kingdom stats - for example a mother asked me to find a missing child and that is turning into a meaty sidequest. So far, these have all been unique. There is an achievment for doing 100 of these, so this goes deep.

    Level 5 is the main game. You do quests generated by the systems, and other quests unlock new missions for the other levels.

    Unlike every other game with these type of systems, this all feels tied together instead of isolated systems that just generate gold or XP for the player. There is a feeling that I’m alternating between delegating problems and going out to solve them myself.

    I also had a neighboring noble come and make fun of my kingdom, so I am motivated!

    Phillishere on
  • Vi MonksVi Monks Registered User regular
    That sounds really solid and exactly what I was looking for. Thanks for the write-up.

  • PhillisherePhillishere Registered User regular
    One neat little thing that happened that reveals a lot about the way this game works. I was talking to a merchant, exhausted his dialogue choices, and looked at his inventory.

    The next time I talked to him, I got a lore check because I recognized a lot of his goods came from a certain region. He told me a bit more about his background and the place he came from.

    It was all flavor text from a minor NPC with no quest attached, but I never would have been able to ask if I hadn’t looked at his wares. The game is full of little touches and bits of reactivity like this.

  • MechMantisMechMantis Registered User regular
    So guys, just as a heads up:

    My brother and I discovered that whoever was doing the difficulty slider coding didn't actually understand how Pathfinder works. The "Challenging" mode just hands everyone +2s to all stat modifiers and +2s to all D20 rolls.

    This stacks.

    This is silly.

    Allow me to illustrate. Let's take our bog standard CR 1/4 Kobold.

    Kobold CR 1/4
    XP 100
    Kobold warrior 1
    LE Small humanoid (reptilian)
    Init +1; Senses darkvision 60 ft.; Perception +5

    DEFENSE

    AC 15, touch 12, flat-footed 14 (+2 armor, +1 Dex, +1 natural, +1 size)
    hp 5 (1d10)
    Fort +2, Ref +1, Will –1
    Weaknesses light sensitivity

    OFFENSE

    Speed 30 ft.
    Melee spear +1 (1d6–1/x3)
    Ranged sling +3 (1d3-1)

    STATISTICS

    Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
    Base Atk +1; CMB –1; CMD 10
    Feats Skill Focus (Perception)
    Skills Craft (trapmaking) +6, Perception +5, Stealth +5; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
    Languages Draconic
    SQ crafty

    Pretty harmless. A group of them will cause some serious concern to a party of level one characters but they should be able to deal with them.

    Now let's give them the Challenging Difficulty template. +2 to stat modifiers (equivalent to a +4 in every stat), and then a +2 innate bonus to all of their D20 rolls.

    Challenging Kobold CR 1/4

    XP 100
    Kobold warrior 1
    LE Small humanoid (reptilian)
    Init +5; Senses darkvision 60 ft.; Perception +9

    DEFENSE

    AC 17, touch 14, flat-footed 14 (+2 armor, +3 Dex, +1 natural, +1 size)
    hp 7 (1d10+2)
    Fort +6, Ref +5, Will +3
    Weaknesses light sensitivity

    OFFENSE

    Speed 30 ft.
    Melee spear +5 (1d6+3/x3)
    Ranged sling +7 (1d3+3)

    STATISTICS

    Str 13, Dex 17, Con 14, Int 14, Wis 13, Cha 12
    Base Atk +1; CMB –1; CMD 10
    Feats Skill Focus (Perception)
    Skills Craft (trapmaking) +10, Perception +9, Stealth +9; Racial Modifiers +2 Craft (trapmaking), +2 Perception, +2 Profession (miner)
    Languages Draconic
    SQ crafty

    Suddenly these are some murderous motherfuckers. But they're still considered CR 1/4 by the game, even though in a one on one fight they would give a level one fighter a serious run for his money.

  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    The Founding Day speech of Baron Axen:

    “Greetings to all my new subjects! On this glorious day I announce the birth of a new Baorny! I, Axen, hereby swear to you to be a fair and just- *snort* Hahahaha! Oh, okay, okay, I’m sorry. Whew. I promise to rule justl- Hahahaha! Oh, oh my sides! I’m getting a stitch! Oh boy, get it together man, power through. Ahem, I promise to- Hahahaha! I can’t! I just can’t! Hahahaha! Just release the doves, release the damn doves already! Ahahahahaha!”

    A Capellan's favorite sheath for any blade is your back.
  • SyzygySyzygy Registered User regular
    This game is a no-buy for me because, once again, in this day and age, the developers insisted on using god-awful real-time-with-pause-and-timer-based-combat-actions instead of doing the SENSIBLE THING and keeping true to the source materials roots and using turn based combat.

    Seriously, Divinity Original Sin 1 and 2 have already proven that if it works on the tabletop, it works in the videogame. RTWP works ok when you only have to control one character, but quickly becomes a micromanaging mess when applied to 3 or more. Not only that, but it kinda defeats the whole point of having an Initiative score. It seems to basically just translate into a slightly shorter wait time between actions on your queue. Actions queues are also dumb. When I run or play in ACTUAL Pathfinder games, other players and I don't queue our actions and then hit a stop watch while shouting our actions over eachother.

    I just wanted an authentic Pathfinder tabletop experience in videogame format. Why is this SO HARD? It seems like it should be really easy considering the games in question don't involve math any more complicated than simple addition and subtraction with dice-based RNG modifiers thrown in.

  • Rhan9Rhan9 Registered User regular
    edited October 2018
    I honestly don't understand the hype many people have for DOS and DOS2. The combat is neat until you realise that you're just repeating a few same-y basic motions, ad nauseum, with little real variation. The setting also completely fails to grab me, but that's a matter of taste.

    Personally I prefer RTWP in general, because turn-based combat often inflates into painfully long wait times, and each fight takes forever.

    Rhan9 on
  • BucketmanBucketman Call me SkraggRegistered User regular
    Turn based is fine, but I don't get people who say that thats "TRUE" to the source material. According to every RPG book I've ever read, combat rounds are like 6 seconds and the only reason the tabletop has "turn based" combat is because 5 people all shouting at the same time would be confusing as hell.

  • BasilBasil Registered User regular
    edited October 2018
    Yeah, I would rather die than play this sorta thing hard turn based. That way lays madness. Combat in the new Divinity games saps my will to live even more strongly than modern pop music.

    I had a giggle when I realized that folks coming into this expecting BG2 are bouncing off BG1 sensibilities.

    Yup, you got one shot by that dude. Don't let that dude try to hit you.

    Basil on
    9KmX8eN.jpg
  • JasconiusJasconius sword criminal mad onlineRegistered User regular
    MechMantis wrote: »
    So guys, just as a heads up:

    My brother and I discovered that whoever was doing the difficulty slider coding didn't actually understand how Pathfinder works. The "Challenging" mode just hands everyone +2s to all stat modifiers and +2s to all D20 rolls.

    This stacks.

    This is silly.

    Suddenly these are some murderous motherfuckers. But they're still considered CR 1/4 by the game, even though in a one on one fight they would give a level one fighter a serious run for his money.
    Jasconius wrote: »
    i'm playing one notch above Normal difficulty, but I'm finding this game hard to the point of being unintentional

    but it's very polarized. i'm either instagibbing whatever is on screen, or getting instagibbed, and very little inbetween



    well, that explains it then.

  • BasilBasil Registered User regular
    edited October 2018
    Those are some spicy kobolds.

    Basil on
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This discussion has been closed.