This Is not a review. This Is an article in the TIPS series. It Will feature... Tips. In no more than three points, I won't tell you how this game works, because calling It 'a game' would be like talking about d&d books and calling them 'toys'... I Will tell you more about how this tome Will make your games work Better. So. Read this. Oh and buy It here 👉 https://www.drivethrurpg.com/m/product/212262 1. Friendly This book Is Easy, in a good way. Not that Easy to grasp if you think in the standard fashion, but the reason why you should read this Is to avoid thinking that way. This game Is written with a familiar, friendly voice. You'll fill the awesome author speaking to you, in the way he does on his YouTube Channel. It Is funny, useful, brilliant. 2. Wisdom This tome contains more wisdom than you'll never read in regular d20 books. I mean, it's all about excellent shortcuts to keep the adventuring vibe moving along with innovative and modern b
First post After a while on these Pages! The [TIPS] series will feature quick and useful bits of knowledge to enhance specific parts of a game. We'll start off with Pathfinder Second Edition's TRAITS! This Is By far the MOST understimated and misunderstood part of the ruleset and I cannot stess It enough: It Is a pillar of the game's mindset and a huge storytelling device, for Any style. It Is the correct example of how mechanics and narration march side by side. So, here It Is a small rundown. ✅ Traits are your friend. A Trait Is a descripor like "Fire" or "Cleric" you find below any action/item title. It gives you narrative direction and, sometimes, mechanical concepts as well. MOST of the time, though, they don't do Much more than they tell. "Fire" means Fire Is someway involved. But how can we make such a simple Word make the difference? Bear with me. :) THE PURE MECHANICAL BENEFIT 🔥 You are fighting enemies which might be weak t