Showing posts with label touch attack. Show all posts
Showing posts with label touch attack. Show all posts

Saturday, October 10, 2020

Guns Really Aren't As Powerful As You Think in Pathfinder

It has been nearly 10 years since Ultimate Combat dropped from Paizo, and with it the gunslinger class. And despite having had the following conversation in dozens of different forums, Facebook groups, and threads, I figured that I'd collect this all in one place in order to create a simple, easy-to-reference piece for any game runners out there who are worried that guns are just "too powerful" for your game.

They're really not. And I can break down why pretty easily.

There's about to be a lot of shots fired.

Also, for those who want to make sure they don't miss any of my updates, consider subscribing to my newsletter! And if at the end of this you've got a hankering for putting a shooter on your table, then consider checking out my Pathfinder character conversions for The Punisher, Doc Holliday, and John Wick.
 
Lastly, if you're looking for high-caliber action with the sort of guns that are as powerful as a lot of players seem to think, then you should really take a look at the Savage Company Campaign Setting as well as the recently released Savage Company Infantryman's Handbook. That's where you'll find the big guns.

Lastly, if you're looking for some additional fun and flavor, then you might want to check out my 5 Tips For Playing Better Gunslingers. Honestly, I think it's one of the more instructive articles in that particular series.

Let's Talk About The Touch Attack


The thing that gets a lot of people wound up is the fact that firearms are touch attacks. But a lot of players and game masters alike seem to skip past all of the fine print and qualifications that actually puts this into perspective.

Just some provisos... some quid pro quo...

First of all, an early firearm (the sort you're going to have access to in an average game run by the core setting's rules, or which you acquire as a class feature as a gunslinger) is only a touch attack within the first range increment. After that it takes the normal -2 to attack for distance, and resolves against standard armor class. That usually means you have to be within 20 feet to 50 feet at the very longest, which is more than close enough for the angry enemy they shot to charge them on their turn.

Secondly, a touch attack is not some huge upset that's going to reduce difficulty to nearly nothing. Size modifiers, Dexterity modifiers, cover, concealment, and a slew of other things still apply. Ducking behind a rock, or planting a tower shield, is often enough to keep one safe from even the deadliest gunfighter. Because it's true that someone firing a pistol is more likely to hit their target than they would if they were firing a hand crossbow... but it's no more likely than if they were shooting a wand with a ray spell. And chances are good the ray is going to have a lot better range.

Guns Aren't All That Powerful On Their Own


The other misconception people seem to have is that firearms are this encounter-killing mechanic that completely wrecks challenge level if they're present. Smaller firearms deal 1d6 of damage, and the largest reasonable two-handed firearm deals 1d12 damage. The double hackbutt deals 2d12 but it is not something you can easily acquire, and the damn thing is wheelbarrow-mounted, so it's not something players should be walking around with unless you're allowing ogrekin at your table.

And if you're doing that nonsense, guns are really a drop in the bucket.

Sure, it's a touch attack. If you're playing a character with a full BAB and a decent Dexterity score, chances are pretty good you're going to hit your target barring other obstacles (there's no concealment, they're within the first range increment, etc.). But if you hit, you've done either the equivalent of a short sword, or a great ax blow. Can that kill an enemy at low levels? Sure, if you're lucky it will blast a goblin's head off, or reduce a skeleton to a pile of bone dust. But even rolling max damage on that attack after a couple of levels is just going to annoy the monster, and mark the shooter out as a target. And if there's more than one threat present on the field, you likely won't have enough bullets to go around.

And the numbers only get worse as you level up.

Guns by themselves aren't a huge threat to one's enemies; they need something to dovetail with them in order to actually be effective. For instance, combining a gun with sneak attack is a great way to deal a lot of damage really quickly, without the need to rely on a spell to get a touch attack. If a gun is combined with class features that let you use them in unique ways (such as the gunsliner's deeds), or with a class that adds bonus damage (precision damage, adding Dexterity modifier to firearm damage, etc.) then that is quickly going to beef them up. Even something like the ranged magus archetype, or the spellslinger wizard archetype that lets you combine your gun with spells is going to give you more bang for your buck. Gunslinging paladins will dole out some serious harshness on devils, demons, and undead if they combine a shotgun with smite. And so on, and so forth.

But just the gun all by itself? Not that much of a threat. Especially when you consider some of the following...

They're Expensive (Both To Acquire, And To Use)


Guns are probably the most expensive non-magical weapons in the game. It's one reason that gunslingers are just handed a busted gat at level one, and why only they can use it without penalty. Basic guns can cost hundreds to thousands of gold just to acquire, and that's without any special abilities, masterwork detailing, etc.
 
We're discounting the fire lance here, because again it's the exceptions that prove the rule.

What did it cost? GDP of a mid-sized nation, since you ask.

And if you do want to buff up your firearms to be sure you can overcome damage reduction, and get some extra elemental effects or special abilities added to your shooting irons? Then you're pouring most of your gold into those upgrades. When you add in the cost of black powder, alchemical cartridges, and other aspects of firearm use, they suck up your adventuring earnings pretty damn fast. There are specific magic items that let you get around those costs, but again, you need to either find or make them.

Financial costs aren't the only thing to consider when it comes to firearm use, though; they're also fairly rare in a lot of locations. So if a player can't fix or modify the weapon themselves, and you're not in an area of the map where there are going to be gunsmiths about, that's going to create a problem. Guns are also pretty feat intensive if you want to really make them effective, and that goes double if you aren't marrying them to a potent class feature like the ones mentioned above.

First, you need proficiency in the weapon to avoid the -4 penalty (this is usually gained from a class feature, but not always). Then you need to acquire several ranged combat feats, such as Point Black Shot and Precise Shot to avoid penalties for shooting into melee while getting a small attack and damage boost. Rapid Reload is often a necessity, because much like crossbows guns can be an absolute ass-ache to keep loaded as combat goes on. Deadly Aim is often necessary for boosting your damage with these weapons, but it's a feat that you get the biggest benefit from when you have a full BAB. For those who want to make every shot count, feats like Vital Strike may be worthwhile. The Gunsmithing feat is often required for keeping guns repaired and loaded, and if a player isn't playing a gunslinger they may not get it for free.

In summary, if you're going to use guns effectively, that's where a great deal of your monetary resources, and your character resources, are going to go. Especially if they aren't just a convenient delivery system for a spell or a sneak attack.

They Come With Built-In Drawbacks


Guns have a lot of drawbacks that you need to overcome in order to use them effectively. Their relatively short range is one, and their expense is another. As mentioned, they can also be murder on your action economy, requiring you to really cut corners, or rely on spells and special abilities to make sure that you've always got a round in the pipe.

They can also blow up in your face.

Guys... I think Flint rolled another 1!

If you roll particularly low on an attack with an early firearm, then you have to deal with misfires. And misfires can cost you... especially if you're a player who rolls a lot of natural 1s, the way I tend to. While there are ways to downplay or negate misfires, their probability also increases when you do things like utilize alchemical cartridges... so they're going to happen at least a few times.

The other major built-in drawback of a firearm is powder. Black powder and ammunition is subject to water, subject to fire, and to all sorts of other situational issues. So if an enemy uses spells to ruin ammunition, or if a gunslinger gets caught in a dragon's breath weapon or a fireball, that incident could become far more costly than it otherwise might have been. Even something like being bullrushed into a river could destroy the ammunition in their weapon, as well as the bullets in their cartridge belt. And even when it does go off, it's loud as hell, which can alert other encounters there's something going on next door.

These are things you can overcome. There are items and magic cases that safeguard your equipment, as well as spells that can silence your area, but those also play into the cost of using a firearm in a hostile world. And while a game master may opt not to use these particular weaknesses to avoid ruining a player's fun and frustrating them, they are still there, and still viable.

Any Weapon Can Be Overpowered In The Right Hands


Hey there... heard someone was talking shit about archers?

I've been at a lot of tables over the years, and I've seen players crack out every, single weapon you could use. From frenzied berserkers whose greatswords can cleave dragons in half, to dagger-wielding assassins that tore encounters apart, to a wizard that turned a first-level spell into a nuclear hellstorm by applying just the right combination of feats, boosts, and metamagic rods... the weapon by itself was just one aspect of the character.

More to the point, though, I've seen a lot of game masters who end up getting steam-rolled by the party not because the party's too powerful, but because they aren't utilizing any sort of strategy for their villains.

I talked about this more in Party Balance is Mostly a Myth. Instead, Ask How You're Challenging The Party, but it bears repeating. Every character is going to be strong in some situations, and not as strong in others. If a target is within relatively close range and has a low touch AC, that is the gunfighter's time to shine. If a target has a high damage reduction, the ability to deflect bullets, is under a lot of cover, or is shrouded by illusion, then they're far more likely to end up shooting at shadows and not doing a whole hell of a lot while someone else steps up to get the job done.

If a gun could completely destroy your game's challenge, step back and ask why? Especially when you consider all of the weaknesses, limitations, and required support from class features, feats, etc. it takes to make these weapons really dangerous.

Lastly, a Note on Genre


This is Crunch week, and as such I've been largely focusing on the mechanical aspects of firearms (and particularly early firearms) as they're written for Pathfinder's first edition. As such, I have not gotten into setting, conventions, etc.

But I feel that should be addressed.

If you are running a Pathfinder campaign set in Golarion, then firearms are a part of that setting canon. If you are running a different setting (possibly one of your own design) where firearms do not exist, then they are not a part of that setting canon. Some players love guns in their fantasy settings, some players hate them, and some players are indifferent regarding their presence. But that is a discussion you can have on its own merits.

By the numbers, though, guns are not that big of a deal by themselves in a mechanical sense. As long as you run them as they're written, and track all of the things associated with their use, they're barely be a blip on the radar regarding challenge. You aren't required to use them at your table, but if the mechanics are really your concern, you can put that concern to bed.

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That's all for this week's Crunch topic! For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio! Or if you'd like to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, head over to My Amazon Author Page!

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Saturday, July 21, 2018

Where There's A Whip, There's A Way (Advice on Whip-Wielding Magi)

When it comes to exotic weapons, we so often overlook the humble whip. Given almost exclusively to bards, it has an impressive reach, but using it provokes attacks of opportunity if you're being threatened. Worse, it deals non-lethal damage, and can't hurt anything with a +1 armor bonus, or a +3 natural armor bonus. Given that it's just a bunch of leather strips bound into a cord, there really isn't much average characters can do with a whip.

A magus, on the other hand, can make the sound of a whip-crack into his enemies' personal nightmare.

How much could it hurt, they said. Watch this!
Also, if a magus isn't quite your bag, but you still want to use a whip, then might I suggest checking out my Tips For Building A Whip-Wielding Swashbuckler over on Vocal!

Building A Whip-Wielding Magus


For a magus, the weapon you're using is often a secondary concern; the real power in your strikes is going to come from your spellstrike, and other class features. And while a lot of people will just tell you to take a scorpion whip, we're actually not going to go that route (though you can, if you want to).

The first thing you're going to want to do is to take the kensai archetype for a magus. This isn't required (you can just go straight magus, if you wish), but it gives you proficiency in the whip at level 1, as well as free Weapon Focus in your whip. Both good things, since you're going to need your share of feats to make this concept really shine. In order to utilize all your class features, you'll want to go a traditional Strength-based magus, but it is possible to go a Dex-based route if you wish. If you go the Dex route, then for your first level feat you should probably invest in Weapon Finesse, since you'll need all the Dexterity you can manage when it comes to keeping your AC high. This one is optional, but not required. If you have a human bonus feat, consider Combat Expertise (Threatening Defender is a useful trait to have with this one) or Combat Reflexes (no your whip doesn't threaten at level one, but we'll get there, trust me. In the meantime, wear a spiked gauntlet, or a cestus, or something for people who get in your personal space).

At level 3, you choose your first Magus Arcana. Shield Arcana is great, but Wand Wielder is equally useful if you want to preserve your spells while still getting your licks in (especially if you stow the wand in your whip using the spell Weapon Wand). Alternatively, if you want to build yourself to trip, disarm, etc. with your whip, you might want to take Maneuver Mastery just to give yourself an edge.

At level 3 you also qualify for Whip Mastery as a feat. You no longer provoke attacks of opportunity with your whip, and you can deal lethal damage to any foe regardless of armor bonus. Now we're getting somewhere. So now your weapon of choice is lethal against any foe, you can wield it as you will, and you can deliver your spellstrike with 15 foot reach. Particularly useful for those who want to lash out with shocking grasp, deal their target a lot of damage, and then get the hell out without provoking attacks of opportunity.

At 5th level you gain your first bonus feat. If you went the Dex-based route, take Slashing Grace (though it should be noted that spell combat won't work with this feat, as it's the same as two-weapon fighting, so keep that in mind). For your normal feat, you might want to consider Combat Reflexes if you haven't taken it yet.

At 7th level you now qualify for feats as a 4th-level fighter. Improved Whip Mastery gives you 10-foot reach for the purposes of attacks of opportunity, though, so it should be something you invest in. Then at level 9 and 11 you should take Weapon Specialization (Whip), and Greater Weapon Focus (Whip). By level 13 you should have room for Greater Weapon Specialization (Whip) as well. Additional magus arcana that will help, including Arcane Accuracy, Arcane Edge, and Bane Blade (if you get that high).

But Whips Just Don't Deal A Lot of Damage...


A lot of people get turned off by the 1d3 of damage a whip deals, as well as the amount of time it takes to get lethal using these feats. Those are both fair points, however, it's important to remember your arcane pool, your dex modifier, and your spellstrike are what matters, here.

The whip's actual damage is just icing on the cake. The important thing is that you can deliver your spells from far enough away that your foes won't be in your face immediately, allowing you to maintain tactical distance. Between the bonus dice of damage your weapon abilities deal, the damage of your spells, and the sheer amount of hurt you can add using things like Arcane Edge or Bane Blade, that 1d3 is going to be insignificant.

Especially if you're hitting on touch attacks.

Bear with me here, because this is where things get a little sneaky. Because if you have an awesome whip that you've enchanted and kitted out to lay down a serious hurt, of course you're going to use that all the time. However, there are a lot of spells that create magical whips you can use. And these whips not only deal a slew of side effects, but they typically hit on your enemy's touch AC.

Which spells do I mean? Well, River Whip is a 2nd-level magus spell, and it creates a whip of water that hits on a touch attack. It also deals bonus damage to fire-based enemies, which is handy in a few distinct circumstances (and could you imagine a shocking grasp through a coil of water?). Rock Whip is a 2nd-level magus spell that creates a whip of crystal and stone that deals 1d8 bludgeoning damage, can pass through natural, unworked stone, and hits with enough force that you can make a free a bull rush attack that uses your caster level in place of your BAB, and your casting modifier instead of Strength. It doesn't work on outsiders of the earth subtype, but otherwise it's a handy weapon for slamming your enemies up and down the field. Whip of Spiders is not a magus spell (though you could get it with a wand or a magus arcana), and it turns a swarm of spiders into a whip that deals 1d6 points of damage, applies a spider's poison, and a swarm's distraction on the target, in addition to hitting on a touch attack. A bigger version of this spell (6th level) makes a Whip of Ants that deals 3d6 points of damage on a hit, plus poison and distraction, in addition to hitting on touch AC.

Then there's the chance that you get your hands on items like the Tracker's Whip (technological weapon that lets you entangle targets you hit) or the Whip of Life and Death (whip that absorbs positive or negative energy channels, and allows you to deal them as bonus damage against targets you strike). Or just your run-of-the-mill enchanted whips that pile on bonus damage from holy, flaming, frost, shocking, and so on, and so forth.

While it might take a bit of time to turn the humble whip into an instrument of death, remember that the investment is often well worth the wait.

That's all for this week's Crunch installment. Hopefully folks find something they like, and if you incorporate any of my advice into a character build I'd be happy to hear about it in the comments below. For more of my work head over to my Vocal archive (or if you just want more gaming stuff, go to my Gamers author page). You might also want to check out the YouTube channel Dungeon Keeper Radio, where I help out from time to time. To stay on top of all my releases, follow me on Facebook, Tumblr, and Twitter. Lastly, if you want to help support my work, consider Buying The Literary Mercenary a Ko-Fi, or heading over to The Literary Mercenary's Patreon page. A little donation goes a long way, and I appreciate any and all help you can give!

Saturday, March 3, 2018

Delivering A Big Bang With The Underground Chemist

If you've ever sat at a table with me, you know alchemical items are one of my favorite things to use. To the point that I keep them around long past low levels, when most players sort of forget they're even a thing. While there have been more than a few occasions where a properly-utilized tanglefoot bag has put a serious monkey wrench into a DM's plan, most of the time alchemy stops being viable for anyone but alchemists by about fourth or fifth level (if we're being generous).

Which is why I love the Underground Chemist.

We're underground now, but don't worry, we'll be blowing up soon!
While the rogue gets a lot of hate (which has made my 5 Tips For Playing Better Rogues one of the best read articles in my 5 Tips series so far), the Underground Chemist is an archetype that lets you break a lot of rules. First off, at second level, it lets you draw alchemical items as if they were weapons, which opens up the possibility of using Quick Draw to get your full attack with acid, alchemist fire, and all the other goodies out there. You also get to add your Intelligence modifier to damage done with splash weapons, the same way an alchemist does. That's good times, right there. Secondly, at 4th level, you can sneak attack with a splash weapon. Provided it's your first attack of the round, that it's an attack on a creature and not a square, and that it meets all the requirements for sneak attack.

Those two things make flinging flasks pretty viable as an attack strategy. But if you combine them with a certain rogue trick, you can get a lot more bang for your buck.

Burn One Down For Me


In case you haven't dug through the lists of rogue tricks out there, there's one simply called Bomber. It allows you to make bombs as per the alchemist class feature, except that they deal damage equal to your sneak attack when they hit. And normally it doesn't allow you to add your Int modifier to the damage, but since you're an Underground Chemist, you have that as a class feature. Of course, the truly damaging part is when you catch an enemy flat-footed with your bomb. Because that is a two-for-one blowout.

So much for Vlacuul the Dread Necromancer. Next?
The sweet spot for this trick is when you can hit someone with one of your bombs under the conditions where it qualifies for sneak attack. Whether that's by having an insanely high Initiative modifier, downing a potion of invisibility, or just going for a target who can't see in the dark once you've snuffed the lights, you're essentially hitting them for double your sneak attack damage (once for the bomb itself, and once for the actual sneak attack with a splash weapon), plus your Intelligence modifier, in addition to any other feats and abilities you have. Even at 4th level, that can pack a punch. At higher levels, that could be on par with anything the evoker is going to throw out in terms of sheer dice volume.

Keep Your Options Open


While the combination of Bomber and Underground Chemist is a match made in some fiery, napalm heaven, it's important to remember that fire resistance is one of the most common varieties you're going to come across in the game. So remember to keep a variety of elements on hand, and to ensure you have an extra trick or two up your sleeve to ensure you're never out of options. Because, as any alchemist who's fought a demon will attest, you need something to fall back on.

That's all for this week's Crunch topic. While I haven't had a chance to put this particular trick into play just yet, I'm sure I'll share how well it worked. For more content, check out my Vocal archive, or head over to the YouTube channel Dungeon Keeper Radio where I work with other gamers to bring the world of Evora to life. To stay on top of all my releases, follow me on Facebook, Tumblr, and Twitter. And if you'd like to help support Improved Initiative, then either head over to The Literary Mercenary's Patreon page to become a patron, or Buy Me A Coffee! Either way, I'll send you some sweet gaming swag as a thank you for your help.

Friday, November 20, 2015

5 More Rules Pathfinder Players Keep Forgetting

Apologies to all my readers for the skip week, but I was at Windy Con in Chicago last Friday, and between travel time, panels, readings, and networking just didn't have the time to put up a new entry. However, I'm back now, so I thought I'd add on to what has been one of my most popular series thus far by pointing out even more rules Pathfinder players tend to forget, mis-remember, or just flat-out not know.

Previous entries in this series are:

Playing By The Book: Some Pathfinder Rules That Players Keep Forgetting
MORE Rules Pathfinder Players Keep Forgetting
Even MORE Rules Pathfinder Players Keep Forgetting
Still More Rules Pathfinder Players Keep Forgetting
5 More Rules Pathfinder Players Keep Forgetting

What didn't I cover in the first four installments? Well...

Rule #1: You Can Charge As A Standard Action


Time to bring the pain!
This one actually requires a bit of clarification. Under the charge rules on page 198 of the Core Rulebook, if you are limited to taking only a standard action on your turn (as you would be when staggered, like when you're below 0 hit points and have the Die Hard feat, or if you're acting in the surprise round), you can make what I refer to as a partial charge. It's the same as a normal charge attack, except you can only move up to your movement speed, and you can't draw a weapon during the charge unless you have Quick Draw. Just the thing for that suicidal barbarian who wants to wager it all on a single roll of the die.

Rule #2: Damage Reduction and Energy Resistance Are Different


Damage reduction and energy resistance are both traits we tend to associate more with monsters than we do with PCs, but there are a lot of class archetypes and playable races that will get one, or both, of these abilities. And they seem simple, but judging from the posts I see in the groups I frequent, they're often confused. So, here's the simple run down you need to know when you have these powers.

Energy resistance is for energy damage (like fire, cold, acid, etc.). It doesn't matter if it's magical or mundane. If you get hit with alchemist's fire, or a fireball, and you have fire resistance 5, you take 5 off the damage you would have been dealt, according to page 562 of the Core Rulebook.

But what about damage reduction?
Damage reduction, the barbarian's best friend, applies only to normal attacks (normal in this case being from weapons, as opposed to being hit by something that deals elemental damage or untyped damage from a spell) according to page 561 of the Core Rulebook. So, if someone hits you with a longsword, and you have DR 5/-, then you take 5 points off that damage. If that longsword has the flaming quality, though, the fire damage still goes through, unless you also have fire resistance.

It should be noted, though, that spells which specifically deal bludgeoning, piercing, or slashing damage are subject to DR. As mentioned in Paizo's FAQ, spells like ice storm, which deal bludgeoning damage, will still be blocked by a zombie's DR 5/slashing.

Rule #3: You Can Take A 5-Foot Step During Your Readied Action


The 5-foot step is the best friend to adventurers everywhere. It allows you to get some breathing room before casting a spell, or to back up before shooting a zombie in the skull. But the villains also have access to the mystical 5-foot step, and there is nothing worse than your readied action becoming useless because your target backed off 5 feet before triggering your action.

It's okay, just follow him!

Your clever plan, you did not think it through!
According to page 203 of the Core Rulebook you may take a 5-foot step as part of your readied action, provided that you have not moved during that round, and provided that your readied action isn't a move action. So if you took a move-equivalent action like, say, standing up from your seat in the tavern, and you ready an action to deck the spellcaster if he tries anything, moving 5 feet back from you won't save his face from your fist.

A handy thing to know for all the tacticians out there.

Rule #4: You Can Totally Catch Falling Party Members


We've all been there. The party has to climb to the top of a chasm wall, or go up a chimney in harpy-infested territory, and no one has any means to actually fly. So you break out the pitons and the rope, knowing that as soon as you're high enough for the stakes to really matter, someone's going to fall. And when they do, you'll have to recruit a new party member.

Or will you?

Not if you have very good arms.
According to page 91 of the Core Rulebook, if someone climbing above you or adjacent to you falls, then you can make a melee touch attack to grab them. The falling character can willingly forego his or her dex bonus to AC in order to make the grab easier. Once you've snatched your falling party member, you have to make a climb check equal to the wall's DC + 10 in order to stay in place. If you fail by 4 or less, you lose your grip on your party member, but don't fall. If you fail by 5 or more, you lose your grip on both. Also, said party member and all the gear that person is carrying can't exceed your heavy load, or you automatically fall.

Again, you want the brawny fighter at the bottom to be sure you catch the falling wizard.

Rule #5: Invisible Creatures Gain Bonuses on Attacks


This one is for both DMs, and for lovers of ninjas, rogues, and dastardly magi. We all know about the ridiculous bonuses you get to stealth while you're invisible, but if you are invisible and attacking sighted opponents, then you also get a +2 to attack rolls. This is over and above the benefits you get for ignoring the dexterity bonuses to AC your targets receive. All of this according to the description of the invisible condition on page 567 of the Core Rulebook.

Good news for the 15 invisible kobolds who won the initiative order.
And that, my loyal readers, is the latest installment of this particular series. As more books are released, and more games are played, I'm sure I'll have even more fun things to share with you. Until then, follow me on Facebook, Tumblr, and Twitter to get all of my updates, and if you want to help me keep producing content just like this, then consider visiting my Patreon page to become a patron today!