From Casual to Competitive: The Rise of eSports in Magic and Magic Mobile

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Magic is a concept that has fascinated humans for centuries. It is often associated with supernatural powers, mystical rituals, and the ability to manipulate the natural world. In our modern era, technology has become a kind of magic in its own right, with smartphones being a prime example. Mobile phones have become an integral part of our daily lives, performing an array of functions that were once considered unimaginable. They have turned the world into a global village, connecting people from different corners of the globe in an instant. With a few taps on a screen, we can communicate with loved ones, access a vast amount of information, and even control various aspects of our environment.

Effectiveness rune pathfinder 2e

With a few taps on a screen, we can communicate with loved ones, access a vast amount of information, and even control various aspects of our environment. The magic of mobile phones lies in their ability to bring convenience, efficiency, and entertainment into our lives. They can assist us in managing our daily tasks, giving us access to calendars, reminders, and to-do lists.

Pathfinder 2E Finesse damage

I'm fairly sure that's the only way. I was going to say the Swashbuckler might have a way, but they just get a bit of Precision Damage when they have Panache.

The-Magic-Sword

Small Ball Archmage
Yup just thief rogues, its a very special feature just for them.

Staffan

Legend

It should be noted that this would mostly be an issue at lower levels. At higher levels, your ability bonus to damage becomes a smaller and smaller part of the whole. At 1st level, a rogue doing just 2d6 damage with a sneak-attacking rapier without ability bonus to damage is kinda weaksauce, and getting a +4 to that would be a huge improvement. But if we forward to 7th level you'd be hitting for 4d6+2 (1d6 bases, +1d6 for Striking, +2d6 sneak attack, +2 weapon specialization), which makes the +4 a much smaller part of the whole. Move up to 16th level, and you're doing 6d6+6 before adding +5 (or +6 if you got an early apex item) for your ability score. And that's assuming you don't put any elemental runes on your weapon, which could be adding another d6 or two, and that you don't have any Strength bonus at all to damage.

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corwyn77

Adventurer

I was thinking more from the perspective of a dex-heavy bard for a melee option. OTOH, it's not hard to end up with 16 or 18 in everything by the end, but damage would suck early on.

BTW, what is the d6 from Striking? Do you mean the magic item? Is it assumed you can get that, generallly? Where are the rules for Elemental Runes?

Reactions: MacMathan

Staffan

Legend

I was thinking more from the perspective of a dex-heavy bard for a melee option. OTOH, it's not hard to end up with 16 or 18 in everything by the end, but damage would suck early on.

BTW, what is the d6 from Striking? Do you mean the magic item? Is it assumed you can get that, generallly? Where are the rules for Elemental Runes?

Magical weapons have two types of runes on them: fundamental runes, which are what make the weapon as such better, and property runes which add additional abilities. Fundamental weapon runes come in two further categories: potency (+1, +2, or +3 to hit) and striking (1, 2, or 3 dice extra weapon damage – so a striking battleaxe would deal 2d8 damage). Property runes are basically everything else you can do with a magic weapon, e.g. ghost touch, returning (on a thrown weapon), and so on. Quite a lot of these add 1d6 energy damage of some sort (flaming, frost, shock etc.), and these are colloquially called elemental runes, and they make pretty good runes to default to – basically, if you don't have a special plan intended for your weapon (like returning on a throwing weapon), you won't go wrong with an elemental rune for some extra damage. You can have a maximum of one property rune per "plus", so a +2 weapon can have two property runes.

Potency/Striking runes are an essential upgrade for every character who intends to actually use a weapon. Without getting those at the levels where they become available, you will lag behind quite a bit when it comes to combat ability.

Oh, and bards generally don't make good melee combatants in PF2. Bards are full casters, with the weapon proficiencies to match, meaning they only become Expert in their weapons at level 11 and never become Masters in fighting. Even the bard subclass that's supposed to be good at combat (Warrior muse, from Advanced Player's Guide) only get broader weapon proficiency, not better. I mean, it's not wrong for a bard to have a weapon for use when they have actions to spare, but swording opponents as a bard is at best a plan D (with plan C being arrowing them instead)

Party Level -4 @ Low-threat lackey
Party Level -3 @ Low- or moderate-threat lackey
Party Level -2 @ Any lackey or standard creature
Party Level -1 @ Any standard creature
Party Level +0 @ Any standard creature or low-threat boss
Party Level +1 @ Low- or moderate-threat boss
Party Level +2 @ 80 Moderate- or severe-threat boss
Party Level +3 @ Severe- or extreme-threat boss
Party Level +4 @ Extreme-threat solo boss
Mgith and magic mkbile

With mobile apps, we can order food, book flights, pay bills, and even find our way using GPS navigation. Furthermore, mobile phones have revolutionized communication. Through calls, text messages, and various instant messaging apps, we can connect with others regardless of distance. Social media platforms allow us to share our experiences, thoughts, and emotions with a global audience, making it feel like we possess a magical power of connection. In addition, mobile phones are a source of endless entertainment. With music streaming apps, we can access an extensive library of songs, create playlists, and enjoy our favorite tunes on the go. Video streaming platforms deliver movies, TV shows, and videos at our fingertips, enabling us to escape into fantastical worlds of storytelling. However, like any form of magic, mobile phones also have their drawbacks. Over-dependence on smartphones can lead to addiction and a disconnection from the real world. The constant need for validation and the fear of missing out can create anxiety and reduce the quality of our relationships. In addition, the blue light emitted by screens can disrupt our sleep patterns, affecting our overall well-being. In conclusion, mobile phones have become a modern form of magic. They have transformed the way we communicate, access information, and entertain ourselves. However, like any magic, we must use it responsibly and strike a balance between our digital lives and the real world. By doing so, we can unlock the true potential of this magical device and enhance our lives in meaningful ways..

Reviews for "A Beginner's Guide to Magic and Magic Mobile: Getting Started and Finding Success"

1. John - 2/5 - I was really disappointed with "Might and Magic Mobile". The graphics were subpar, and the gameplay was incredibly repetitive. The story was also lacking, and I found it hard to stay engaged with the game. Overall, I thought it was a lackluster mobile adaptation of a beloved franchise.
2. Sarah - 2/5 - "Might and Magic Mobile" left a lot to be desired. The controls were clunky and hard to navigate, making it frustrating to play. The in-app purchases were also very pushy and seemed necessary to make any progress in the game. I would not recommend this game to any fans of the original "Might and Magic" series as it doesn't do justice to the franchise.
3. Mike - 1/5 - I simply couldn't get into "Might and Magic Mobile". The gameplay mechanics felt unpolished and outdated, and the overall experience was extremely underwhelming. The game lacked depth and innovation, and I quickly lost interest. I was hoping for a more immersive and engaging mobile experience, but this game fell short of my expectations.
4. Emily - 2/5 - As a longtime fan of the "Might and Magic" series, I was hoping for a captivating mobile version, but unfortunately, "Might and Magic Mobile" did not deliver. The game felt overly simplified and lacked the strategic depth that made the original games so great. Additionally, the free-to-play model with excessive microtransactions made the game feel like a cash grab rather than a true continuation of the franchise. Overall, I was disappointed with this mobile adaptation.

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