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?

    •  Sunspot   ( @Sunspot@beehaw.org ) OP
      link
      fedilink
      English
      51 year ago

      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.

        •  Sunspot   ( @Sunspot@beehaw.org ) OP
          link
          fedilink
          English
          11 year ago

          There’s a couple different versions of Mythic. There’s a book with the dice version (most recent is Mythic 2nd Edition) and then there is the deck you can find on DriveThruRPG. Both contain a exceptional yes/yes/no/exceptional no mechanic and some randomizers. I will say, Mythic 2nd Edition has a lot more tables with random generators than the cards, but the cards are a great choice if you have your own tables you like to use for randomizing.

          Both the dice rules and the card rules include the alteration and interruption feature. They both also have a way to determine what quests or NPCs are called up. The card version is a lot quicker to reference but less feature packed, but still a good option if you just need randomness and quickly in your games.

          In a group Pathfinder game, I will typically use the cards. I even let my players use them if they aren’t sure what their character will do or if they have a good question that I don’t have the answer to. I will typically reward a player with a hero point for asking a good question.

          When it’s a co-op game, my spouse and I like all the extra tables and rolling the dice, so we use the book.

          I play a LOT of solo and co-op games, so I have a bunch of different oracles like Mythic for all sorts of games. Each one has a different feel, but Mythic is a solid one for just about any genre or game style. It’s been my favorite to use with Pathfinder.