Welcome to part 2 of yesterday's š§µ, today's title "Swashbuckle BETTER".
People playing #pathfinder2e's Swashbuckler don't consider any options beyond Acrobat for archetypes and each swashbuckler has pretty potent options, especially when using free archetype.
For Wit & Braggarts: Marshal - The skill boost to their chosen skill not only frees up a skill increase, it coordinates directly with the Inspiring or Dread Marshal stances. One for All Wit Swashbucklers are right at home with the tactical feats like To Battle and Cadence Call.
For Gymnasts: Quite obviously, Wrestler, athletics gets a bump but this remains fairly viable for one handed weapon specialists, and it inflicts so many wonderful status effects while controlling enemy movement it is just fun.
For Wit & Fencers: Captivator - Yes, Captivator needs to be errata'd and hopefully @paizo does errata its entry soon, but with spells like Infectious Enthusiasm, Touch of Idiocy, Paralyze, Heroism, and other buffs and debuffs make having that skill increase and spells worth it.
Plus! Being able to drop something like Phantom Pain with Reactive Charm is incredibly useful to set yourself for a good finisher the following round. Once Captivator is mended or you can deal with playing it as written, it adds plenty of options to the Swashbuckler.
For Battledancers: Gladiator - Gladiator offers more uses for the Performance skill such as being able to Demoralize using Performance, in the right settings gain temporary HP and default to rolling Performance for Initiative, and other fun bonuses.
For Battledancers & Fencers: Pistol Phenom - As long as you have access to firearms, Pistol Phenom offers an incredible change of gameplay for both Fencers and Battle Dancers. Yes the reloading can get very strange, gaining panache at range is a game changer.
For Battledancer: Shadowdancer - Shadowdancer may be a mid game archetype, but the added mobility, focus spells, and even the greater darkvision absolutely change the nature of the game just by making your Battledancer a looming shadow of death on the field.
For Fencers: Assassin - Assassin has a steep entry requirement, but in tandem with Mark for Death's granting of backstabber, the increase to deadly on deadly weapons, and use of poisons and other alchemical items, the Fencer becomes an incredibly lethal combatant.
Worth noting: Flying Blade works with alchemical bombs, and Mark for Death also makes you more likely to successfully feint against your enemy. The Assassin hits incredibly hard when paired into the fencer swashbuckler, and I hope somebody causes absolute havoc with this.
You know what, here's my #Pathfinder2e post for today:
You're playing Swashbuckler wrong. If you think it's just rogue + fighter with more steps its because you are impatient and have no idea what you're doing.
Welcome to today's thread: "It's Not Just Swagger".
The criticism that I see about swashbuckler is that you have to do the constant rotation of gain panache, finisher round after round, but that's actually not true, the mechanics of the class try to persuade you to stay in panache mode as long as you can be.
First, the added precision damage from Precise Strike, the increase to movement speed, and the bonus to performing panache actions are all mechanical incentive to stay in panache until the right moment and then use a Finisher.
Well, what's the right moment? Well, let's examine:
I hate when 1 player out of a group of 4 to 6 gives me pages upon pages of backstory, and it doesn't matter what system they do it in. Whether it's #dnd or #pathfinder2e, I don't like it.
Welcome to today's š§µ:
"About Me"
Whether in an established setting or an original setting, the GM knows the contents of the game they have in mind pretty well (or should know). Players, on the other hand should be provided an overview and background of the contents of the game (story).
Let's say it's a table of 5 players and a GM, each with different interests, experience levels, playstyle, and availability. The 5 go off and figure out character ideas after the GM pitches the concept. 4 come back with ideas and questions. The 5th player returns with a character
I made the mistake of looking at the #dnd next subreddit, and apparently it's every player and GM's fault that they don't know what to do with gold.
Here's why that's not actually accurate. Welcome to the MicroEconomicon: a #ttrpg thread about all your damn gold.
Designing currency and wealth mechanics in any game is a challenge depending on the route you go with. Games that use abstracted currency tend to suffer less of it because they have, through abstraction, emphasized that wealth will not be granular, nor will it be a major focus.
Games like D&D or #Pathfinder2e where you track each copper, silver, gold, and platinum piece (or Nocticula forbid electrum) are telling you every piece of currency matters. In Princes of the Apocalypse, you crack open a tomb and voila, 600 gold is yours (or at least 150 of it).