this post was submitted on 14 Jun 2023
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Pathfinder 2e General Discussion

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Hi all!

My spouse and I play PF2e as a co-op gm-less game together (or maybe it would be considered a co-op co-gm game?). One of the things we allow is dual classing when we're playing this way to round out our party of two a bit better.

So here's the thing, I'm playing a Wild Druid and I can't for the life of me figure out what other class pairs well with it. It seems like a lot of classes don't work with Wild Shape too well. I've never had this issue with previous class combos, but I'm struggling with druid.

My spouse is playing a champion/sorcerer to give an idea of the party dynamics.

Does anyone have any suggestions?

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[–] doggoblingames@pathfinder.social 4 points 1 year ago (1 children)

A partner co-op/co-GM game sounds amazing! My gut was to recommend Monk (in addition Fighter mentioned by @GolGolarion@pathfinder.social ) as I play one currently and Flurry of Blows (+ Stand Still) are a lot of fun. I think these two ideas are also backed up by Steel's and Gortle's guides linked here: https://zenithgames.blogspot.com/2019/09/pathfinder-2nd-edition-guide-to-guides.html (under Druid guides).

[–] Sunspot@beehaw.org 6 points 1 year ago* (last edited 1 year ago) (1 children)

Thank you for the link! I'll read through that during my lunch break.

Co-op gaming has been a blast! We use Mythic GME 2nd Edition to flesh out situations, decisions, NPCs, locations, plotlines, etc. We also use tarot cards to quickly flesh out NPCs that might be more important to the plot (basically draw three cards and those are the NPCs background and motivations). We use things like PF2 Easy Tool and one of the encounter generator tools for combat.

It's a rules heavy game for this kind of play, but we both know the rules well enough that it isn't so bad. And it helps us practice the more obscure rules. We aren't afraid to take a minute to read up on rules like you might be in a group setting. There's a lot of conversation between us that I don't see in my group games.

We're also both in it for the story and creativity, so it doesn't bother us when we do secret checks out in the open. We'll still play our characters as if they have no idea they failed, often times the failure is more fun anyways!

[–] doggoblingames@pathfinder.social 2 points 1 year ago (1 children)

Mythic seems to be very popular for this sort of thing, I need to check it out and I love the tarot card idea! I can definitely see the benefit to the slower pacing allowing you to dig in to the rules.

[–] Sunspot@beehaw.org 3 points 1 year ago (1 children)

There are alternatives to Mythic, but what I like is that it can give you plot twists in the form of scene interruptions (where your next scene is a different scene than what you expect. You thought you were sneaking into the castle dungeon, but instead you find yourself in the guard room!) or scene alterations (where the scene is what you thought, but there's something a little different than what you thought. Maybe you get into that castle dungeon, but there's a prisoner you didn't expect or there's a guard dog on alert instead of just a sleepy guard, etc.). It helps keep things a little random, even if you have an idea of where you want the story to go.

I actually use Mythic when I'm running games with a full party, too. When my players stump me, I can quickly ask Mythic a question or use its descriptions to figure out what comes next.

Ah, very cool! Sounds similar to success with a complication mechanic in other games. I just assumed it was a deck of yes/no cards (along with other randomizers).