@@lexchxn For anyone else that wants to use this you will need to remove the Ridable Module section from the start of file if you do not use that module otherwise it fails to load. Also you will need art. I linked it to the Ankhrav monster art from the Pathfinder Token pack.
9:52 About monster stats level, I think it's a very good advice, that matches my experience too. +3 level monsters are not just tough, but very frustrating for players, because lots of their actions just does nothing, and I basically banned them from my repertoire for now. I think your approach is a very good balance that I'll absolutely steal.
The advice to level boss monsters as +2 stats with big HP pool is really brilliant - IMO the biggest swings can happen with a standard +3 PF2e boss, so this is an incredible suggestion! Thank you
I loved this. The design of the Monster was awesome, and it gives a lot of ideas in the design space for creatures. And I feel 100%, that the main friction of every player starting in PF2e is the perceived numerical difficulty (Which to many feels unfair) but mechanical challenge, is the ideal. Lex kills it again
Fantastic video, thank you! I was wondering- any advice on numerically designing this type of boss monster? Like, did you have a specific method of budgeting things out besides colville's framework, or was it more vibes-based?
We could do with a download link for the json file of the Burrower to allow us to try this out.
Amazing idea! I added it to my Github Repository. Here's a direct link: github.com/lexchxn/My-Foundry-VTT-Macros/blob/main/Burrower.json
@@lexchxn Thank you.
@@lexchxn For anyone else that wants to use this you will need to remove the Ridable Module section from the start of file if you do not use that module otherwise it fails to load. Also you will need art. I linked it to the Ankhrav monster art from the Pathfinder Token pack.
Thank you for letting me know about that module incompatability. Should have fixed the version on my GitHub.
9:52 About monster stats level, I think it's a very good advice, that matches my experience too.
+3 level monsters are not just tough, but very frustrating for players, because lots of their actions just does nothing, and I basically banned them from my repertoire for now. I think your approach is a very good balance that I'll absolutely steal.
The advice to level boss monsters as +2 stats with big HP pool is really brilliant - IMO the biggest swings can happen with a standard +3 PF2e boss, so this is an incredible suggestion! Thank you
I loved this. The design of the Monster was awesome, and it gives a lot of ideas in the design space for creatures. And I feel 100%, that the main friction of every player starting in PF2e is the perceived numerical difficulty (Which to many feels unfair) but mechanical challenge, is the ideal. Lex kills it again
YOOOO IVE BEEN DOING BOSS MONSTERS LIKE THIS TOO! I'm excited to see more people doing stuff like this!
Fantastic video, thank you! I was wondering- any advice on numerically designing this type of boss monster? Like, did you have a specific method of budgeting things out besides colville's framework, or was it more vibes-based?
The various tables present here are a great place to start: 2e.aonprd.com/Rules.aspx?ID=2874
Pilot die AGAIN?! HAHAHAHAAH Poor guy. Great video, Lex. Continue with the hardwork. I will try build a boss monster after this.
I'd love to run a combat like this, but honestly my players get upset almost every time an enemy does more than sit there and hit
Burrower should have kept retreating to take advantage of its ability to strike pursuers during its off-turns. Poor Pilot (again).
Does she have foundry tutorials to do the stuff she does in the combat demonstration? I feel like I am not using be foundry to it’s true potential
It does have foundry guides as well!