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Pathfinder 2 and the two dichotomies
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<blockquote data-quote="CapnZapp" data-source="post: 8241061" data-attributes="member: 12731"><p>It is definitely a criticism of the AP, and not inherent to the system.</p><p></p><p>To some extent, at least. There are still elements that makes PF2 feel much more restricted and un-generous than 5E in my opinion that come from the system and not just some writers guidelines.</p><p></p><p>That is, on one hand, yes encounter balance (and varying it) is an art, a delicate thing.</p><p></p><p>But on the other, PF2 and 5E still approaches this fundamentally differently. 5E is easy (maybe too easy), while PF2 is hard (maybe too hard). In 5E, bonuses like magic items and spell buffs feel generous; they are powerful and fun rewards (just not so over the top as 3E/PF1 effects were). PF2 in comparison comes across as only very reluctantly handing things out, always trying to claim you got a reward but not really giving anything substantial to you, if you see what I mean. Magic items are obligations, not rewards, in PF2. You need them, you are expected to have them. There is little joy in them, since every monster is balanced against you having them, so the main impact is when you <em>don't</em> have them - then you feel punished.</p><p></p><p>These things are on the system as opposed to just decisions made by individual scenario writers.</p><p></p><p>PS. I should add that over the course of twently levels the tables slowly turn in PF2. (At least I think this is because systemic design decisions and not just scenario writer decisions) At low level you are outclassed by a monster of your own level. At high level you outclass a monster of your own level. At the very top levels (at least 15) the game does start to feel a little bit more like "proper D&D", in that you no longer so very desperately need every magic item and buff, and that the adventure needs to go above and beyond the baseline to challenge you.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8241061, member: 12731"] It is definitely a criticism of the AP, and not inherent to the system. To some extent, at least. There are still elements that makes PF2 feel much more restricted and un-generous than 5E in my opinion that come from the system and not just some writers guidelines. That is, on one hand, yes encounter balance (and varying it) is an art, a delicate thing. But on the other, PF2 and 5E still approaches this fundamentally differently. 5E is easy (maybe too easy), while PF2 is hard (maybe too hard). In 5E, bonuses like magic items and spell buffs feel generous; they are powerful and fun rewards (just not so over the top as 3E/PF1 effects were). PF2 in comparison comes across as only very reluctantly handing things out, always trying to claim you got a reward but not really giving anything substantial to you, if you see what I mean. Magic items are obligations, not rewards, in PF2. You need them, you are expected to have them. There is little joy in them, since every monster is balanced against you having them, so the main impact is when you [I]don't[/I] have them - then you feel punished. These things are on the system as opposed to just decisions made by individual scenario writers. PS. I should add that over the course of twently levels the tables slowly turn in PF2. (At least I think this is because systemic design decisions and not just scenario writer decisions) At low level you are outclassed by a monster of your own level. At high level you outclass a monster of your own level. At the very top levels (at least 15) the game does start to feel a little bit more like "proper D&D", in that you no longer so very desperately need every magic item and buff, and that the adventure needs to go above and beyond the baseline to challenge you. [/QUOTE]
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