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*Pathfinder & Starfinder
Paizo Announces Starfinder 2nd Edition
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<blockquote data-quote="thullgrim" data-source="post: 9085312" data-attributes="member: 8103"><p>in my opinion the game feels over designed. It feels constraining and very tight. That tightness extends beyond just the math.</p><p></p><p>And the math. I appreciate that encounter balance means something. That the CR system works. That said, in my opinion, the jack-in-the-box effect is see alot is not great design. Characters going down and having to wait until someone can heal them, means those PLAYERS are sitting around with little to do. I see this alot. I saw it in the play test.</p><p></p><p>For a game that wants characters to be near full hit points for each combat the 1 hour lockout on Medicine doesn't make a ton of sense. Exploration systems don't really work well in my experience and I haven't found a good way to transition between Exploration and combat.</p><p></p><p>I don't think the game experience itself will be much different at 10th level than it is at 5th due to the way the math is structured. I don't see the break over points where characters get to feel like bad asses.</p><p></p><p>I continue to try working with the game for a couple of reasons. My Wednesday night game is online and the Foundry implementation is fantastic. The pre-written campaign material, and professionally produced Foundry content saves me time.</p><p></p><p>All that said, PF2 wants to be a team based tactical combat RPG which I love. It doesn't do it as well as 4e. Which is what I constantly compare it to. If I had more patience (and time) to work with 4e material in Foundry I'd play every time over PF2.</p></blockquote><p></p>
[QUOTE="thullgrim, post: 9085312, member: 8103"] in my opinion the game feels over designed. It feels constraining and very tight. That tightness extends beyond just the math. And the math. I appreciate that encounter balance means something. That the CR system works. That said, in my opinion, the jack-in-the-box effect is see alot is not great design. Characters going down and having to wait until someone can heal them, means those PLAYERS are sitting around with little to do. I see this alot. I saw it in the play test. For a game that wants characters to be near full hit points for each combat the 1 hour lockout on Medicine doesn't make a ton of sense. Exploration systems don't really work well in my experience and I haven't found a good way to transition between Exploration and combat. I don't think the game experience itself will be much different at 10th level than it is at 5th due to the way the math is structured. I don't see the break over points where characters get to feel like bad asses. I continue to try working with the game for a couple of reasons. My Wednesday night game is online and the Foundry implementation is fantastic. The pre-written campaign material, and professionally produced Foundry content saves me time. All that said, PF2 wants to be a team based tactical combat RPG which I love. It doesn't do it as well as 4e. Which is what I constantly compare it to. If I had more patience (and time) to work with 4e material in Foundry I'd play every time over PF2. [/QUOTE]
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Paizo Announces Starfinder 2nd Edition
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