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Is this a fair review of PF2?
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<blockquote data-quote="Celtavian" data-source="post: 8060016" data-attributes="member: 5834"><p>Yes. 12:20 is very real. Levels are very important in this game and a huge key to the balance level of this game. If you don't like level-based balance, you will not like PF2. The way they did the math based on the levels is why it runs from 1 to 20 with challenges within the recommended range working at those levels. PF2 is as far as I know the most balanced game in the history of D&D and much more balanced than PF1. They literally made balance the priority. It is enormously difficult to find an unbalanced option in PF2. It is more balanced than 5E. It runs in a very tight range.</p><p></p><p>That being said it is very easy to create creatures in that balance range. You can create any creatures of any type to be an appropriate challenge while at the same time feeling very real within the game world. If you want to create orcs to challenge lvl 15 characters, you can do so quite easily. There is no preconceived notion that all orcs are lvl 1 creatures or lvl 6 or what not. There is no preconceived notion that any creature is of a particular level. There is only the general design of the creature at a given level, then the ability to modify it to be a truly challenging and terrifying creature of any level you require. This modification is extremely easy to implement.</p><p></p><p>The spell system is far more interesting than previous editions of D&D or PF1. The four levels of success makes spell balance a little different. Sometimes even a successful saving throw can lead to problems for the target and a critical failure by a few mobs on an AoE spell can make your caster feel like a rockstar.</p><p></p><p>Personally I prefer the 5E casting as far as how they did heightening and spell selection. I prefer PF2 for how they did saving throws. I'm starting to get used to the incapacitation trait and seeing it isn't as much of an impediment as i thought it was.</p><p></p><p>_____</p><p></p><p>PF2 has less small details to manage than PF1. It has less preparation time. It's more balanced than any other version of D&D in history and far more balanced than PF1. It literally went out of its way to balance the math of the game to work from 1 to 20. Even the new Adventure Paths by Paizo are made to play from 1 to 20 with an entire chapter that will be played at lvl 20 including using your level 20 powers and abilities. It is balanced so play at lvl 20 is still challenging and interesting.</p><p></p><p>There are three types of modifiers: status, circumstance, and item. Everything is built around these bonus types.</p><p></p><p>Character customization is far more robust than 5E. You can build almost anything using the various systems. Now that the APG came out you can build even more concepts.</p><p></p><p>Small modifiers make big differences in PF1. When you look at something, make sure you read it carefully. A small modifier may look weak on paper, but it's quite potent and can shift damage and effectiveness quite a bit. Players need to understand how they work to ensure they use powers with small modifiers intelligently.</p><p></p><p>Martials are the primary single target damage dealers in the game. Casters are for most of their existence weak single target damage dealers, but can be really potent against AoE targets at higher level. Main thing to focus on for casters is effective action options that combine with spellcasting.</p><p></p><p>Skills are real power in PF2. You need to know what they do and use them. They work in both combat and non-combat situations.</p><p></p><p>Suffice it to say I prefer PF2. I like it better than PF1 and better than 5E. It has enough extra material to make customization interesting and yet it is so amazingly balanced that I started to homebrew again. I lost interest in 5E when allowing feats and multiclassing made Demon Lords in Out of the Abyss seem weak. I lost interest in PF1 after getting tired of the balance issues. Then PF2 came out and wow, the balance. I can actually pull a giant out of the book against appropriate level characters and quickly make a tough fight no matter how hard my players try to break the game. That means I can focus mostly on story and encounter design, while easily making monsters that challenge the players at any given level as long as I work within the recommended math range. Paizo designers must have really spent a lot of time on the game math.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 8060016, member: 5834"] Yes. 12:20 is very real. Levels are very important in this game and a huge key to the balance level of this game. If you don't like level-based balance, you will not like PF2. The way they did the math based on the levels is why it runs from 1 to 20 with challenges within the recommended range working at those levels. PF2 is as far as I know the most balanced game in the history of D&D and much more balanced than PF1. They literally made balance the priority. It is enormously difficult to find an unbalanced option in PF2. It is more balanced than 5E. It runs in a very tight range. That being said it is very easy to create creatures in that balance range. You can create any creatures of any type to be an appropriate challenge while at the same time feeling very real within the game world. If you want to create orcs to challenge lvl 15 characters, you can do so quite easily. There is no preconceived notion that all orcs are lvl 1 creatures or lvl 6 or what not. There is no preconceived notion that any creature is of a particular level. There is only the general design of the creature at a given level, then the ability to modify it to be a truly challenging and terrifying creature of any level you require. This modification is extremely easy to implement. The spell system is far more interesting than previous editions of D&D or PF1. The four levels of success makes spell balance a little different. Sometimes even a successful saving throw can lead to problems for the target and a critical failure by a few mobs on an AoE spell can make your caster feel like a rockstar. Personally I prefer the 5E casting as far as how they did heightening and spell selection. I prefer PF2 for how they did saving throws. I'm starting to get used to the incapacitation trait and seeing it isn't as much of an impediment as i thought it was. _____ PF2 has less small details to manage than PF1. It has less preparation time. It's more balanced than any other version of D&D in history and far more balanced than PF1. It literally went out of its way to balance the math of the game to work from 1 to 20. Even the new Adventure Paths by Paizo are made to play from 1 to 20 with an entire chapter that will be played at lvl 20 including using your level 20 powers and abilities. It is balanced so play at lvl 20 is still challenging and interesting. There are three types of modifiers: status, circumstance, and item. Everything is built around these bonus types. Character customization is far more robust than 5E. You can build almost anything using the various systems. Now that the APG came out you can build even more concepts. Small modifiers make big differences in PF1. When you look at something, make sure you read it carefully. A small modifier may look weak on paper, but it's quite potent and can shift damage and effectiveness quite a bit. Players need to understand how they work to ensure they use powers with small modifiers intelligently. Martials are the primary single target damage dealers in the game. Casters are for most of their existence weak single target damage dealers, but can be really potent against AoE targets at higher level. Main thing to focus on for casters is effective action options that combine with spellcasting. Skills are real power in PF2. You need to know what they do and use them. They work in both combat and non-combat situations. Suffice it to say I prefer PF2. I like it better than PF1 and better than 5E. It has enough extra material to make customization interesting and yet it is so amazingly balanced that I started to homebrew again. I lost interest in 5E when allowing feats and multiclassing made Demon Lords in Out of the Abyss seem weak. I lost interest in PF1 after getting tired of the balance issues. Then PF2 came out and wow, the balance. I can actually pull a giant out of the book against appropriate level characters and quickly make a tough fight no matter how hard my players try to break the game. That means I can focus mostly on story and encounter design, while easily making monsters that challenge the players at any given level as long as I work within the recommended math range. Paizo designers must have really spent a lot of time on the game math. [/QUOTE]
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