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It's Finally Here! The Pathfinder 2E Review
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<blockquote data-quote="Campbell" data-source="post: 7803212" data-attributes="member: 16586"><p>When you look at the game critically and look beyond its design language you will find a fundamentally different sort of game. For one thing this a game with a well developed system for exploration that gives substantial treatment to noncombat and skill use. For another thing it is deeply concerned with strategic play of sort featured in Moldvay. The combat model is almost the opposite of Forth Edition's combat model. It is fast and furious. Both creatures and player characters do a lot of damage and can go down easily. Monsters have plenty of immunities, weaknesses, and resistances.</p><p></p><p>There are features of the design that come from Fourth Edition, but the same is true of Fifth Edition. Some of the features of Fourth Edition that it lacks but Fifth Edition retains are why I am so excited about it. There are no abstract martial resources, nothing like hit dice, no short rests or long rests, and they clearly explain what is going in the fiction. Monsters do not have extremely bloated hit points. No abilities like Second Wind or Bardic Inspiration that have limitations not built into the fiction of the game.</p><p></p><p>It does feature clear templating and precise design language. It does feature extremely tight math, tighter than either Fourth or Fifth Edition. It does feature monsters with unique abilities, but they are designed for both combat and noncombat purposes.</p><p></p><p>I am not saying people who look at the game and see similarities to Fourth Edition are crazy, but there are substantial differences just like there are substantial differences between Fourth Edition and Fifth Edition despite sharing some design technology. The game also shares much with Moldvay in its focus, exploration rules, use of time as a resource, and how monsters are put together to be like individual puzzles. It also has elements that remind me of Apocalypse World in the way it focuses on risks even in spell casting and lays out results on spectrum of Critical Success, Success, Failure, and Critical Failure.</p><p></p><p>Superficial analysis does not give a clear picture of the game. There are some similarities, but there are also dramatic differences.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7803212, member: 16586"] When you look at the game critically and look beyond its design language you will find a fundamentally different sort of game. For one thing this a game with a well developed system for exploration that gives substantial treatment to noncombat and skill use. For another thing it is deeply concerned with strategic play of sort featured in Moldvay. The combat model is almost the opposite of Forth Edition's combat model. It is fast and furious. Both creatures and player characters do a lot of damage and can go down easily. Monsters have plenty of immunities, weaknesses, and resistances. There are features of the design that come from Fourth Edition, but the same is true of Fifth Edition. Some of the features of Fourth Edition that it lacks but Fifth Edition retains are why I am so excited about it. There are no abstract martial resources, nothing like hit dice, no short rests or long rests, and they clearly explain what is going in the fiction. Monsters do not have extremely bloated hit points. No abilities like Second Wind or Bardic Inspiration that have limitations not built into the fiction of the game. It does feature clear templating and precise design language. It does feature extremely tight math, tighter than either Fourth or Fifth Edition. It does feature monsters with unique abilities, but they are designed for both combat and noncombat purposes. I am not saying people who look at the game and see similarities to Fourth Edition are crazy, but there are substantial differences just like there are substantial differences between Fourth Edition and Fifth Edition despite sharing some design technology. The game also shares much with Moldvay in its focus, exploration rules, use of time as a resource, and how monsters are put together to be like individual puzzles. It also has elements that remind me of Apocalypse World in the way it focuses on risks even in spell casting and lays out results on spectrum of Critical Success, Success, Failure, and Critical Failure. Superficial analysis does not give a clear picture of the game. There are some similarities, but there are also dramatic differences. [/QUOTE]
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