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<blockquote data-quote="zztong" data-source="post: 7817513" data-attributes="member: 6943414"><p>I feel like with the playtest and sessions played between the playtest, launch, and the present, I've been playing PF2 for over a year. I came to PF2 from PF1. Here's the way I felt after playing. Obviously, this is just my opinion and not demonstrable fact to be widely applied.</p><p></p><p>The action system was largely a win. Our DM liked it and the players did okay with it. It fit well with spell casting. Casual players had trouble with Reactions.</p><p></p><p>The skill system was a mixed bag. It kind of worked for the DM, but the players weren't overly satisfied with it. I want to lay this on the high DCs and the "fail forward" approach, but it probably needs more analysis. There were discussions about assisting other characters and things like "taking 10" that suggested dissatisfaction.</p><p></p><p>Character generation and Feats were a common sore point. Folks were having trouble making the characters they wanted to play. Folks weren't happy picking lots of small feats that didn't seem to support their character conceptions or have a meaningful impact on play. Multi-classing worked well for some character concepts and failed for others. Personally, I don't want to get rid of the PF2 approach to multi-classing so much as I'd like to keep it as part of a buffet of various multi-classing approaches. Anathema (and similar) was acting as a barrier to making characters. I'd like to see the game back off on Anathema and leave that stuff to the player to create.</p><p></p><p>The rules themselves were both well written and too dense. The core of the system was simple, yet it took a lot of study to really grok what was involved when you got into specifics. Casual players got frustrated quick. More committed players tended to pickup the terminology as time went on.</p><p></p><p>Changes to the spell system were both innovative and depressing. Casting times fit well with the action system and various casting options were interesting and appreciated. The critical system applied to saving throws seemed to work out well. Spell durations were too short and didn't always affect enough characters -- to the point were spells didn't seem to fit the genre or some character conceptions.</p><p></p><p>Melee combat was pretty normal. We saw a little more mobility without attacks of opportunity, but nothing major. Critical hits were more common, and I didn't really care for that. Combat tended to flow decently well, unless you got derailed researching some obscure rule. Players weren't any faster at taking their actions than they were with PF1, so if you had a large group at the table, folks could become bored waiting on their turn.</p><p></p><p>Magic items were pretty boring. You must have a magic weapon and magic armor. After that, you might find something useful. We really didn't care for having lots of consumable items. Characters all tended to gravitate to carrying around a very similar magic item kit.</p><p></p><p>Neither the DM nor the players were satisfied with the Death and Dying rules, but I think they were working as intended.</p></blockquote><p></p>
[QUOTE="zztong, post: 7817513, member: 6943414"] I feel like with the playtest and sessions played between the playtest, launch, and the present, I've been playing PF2 for over a year. I came to PF2 from PF1. Here's the way I felt after playing. Obviously, this is just my opinion and not demonstrable fact to be widely applied. The action system was largely a win. Our DM liked it and the players did okay with it. It fit well with spell casting. Casual players had trouble with Reactions. The skill system was a mixed bag. It kind of worked for the DM, but the players weren't overly satisfied with it. I want to lay this on the high DCs and the "fail forward" approach, but it probably needs more analysis. There were discussions about assisting other characters and things like "taking 10" that suggested dissatisfaction. Character generation and Feats were a common sore point. Folks were having trouble making the characters they wanted to play. Folks weren't happy picking lots of small feats that didn't seem to support their character conceptions or have a meaningful impact on play. Multi-classing worked well for some character concepts and failed for others. Personally, I don't want to get rid of the PF2 approach to multi-classing so much as I'd like to keep it as part of a buffet of various multi-classing approaches. Anathema (and similar) was acting as a barrier to making characters. I'd like to see the game back off on Anathema and leave that stuff to the player to create. The rules themselves were both well written and too dense. The core of the system was simple, yet it took a lot of study to really grok what was involved when you got into specifics. Casual players got frustrated quick. More committed players tended to pickup the terminology as time went on. Changes to the spell system were both innovative and depressing. Casting times fit well with the action system and various casting options were interesting and appreciated. The critical system applied to saving throws seemed to work out well. Spell durations were too short and didn't always affect enough characters -- to the point were spells didn't seem to fit the genre or some character conceptions. Melee combat was pretty normal. We saw a little more mobility without attacks of opportunity, but nothing major. Critical hits were more common, and I didn't really care for that. Combat tended to flow decently well, unless you got derailed researching some obscure rule. Players weren't any faster at taking their actions than they were with PF1, so if you had a large group at the table, folks could become bored waiting on their turn. Magic items were pretty boring. You must have a magic weapon and magic armor. After that, you might find something useful. We really didn't care for having lots of consumable items. Characters all tended to gravitate to carrying around a very similar magic item kit. Neither the DM nor the players were satisfied with the Death and Dying rules, but I think they were working as intended. [/QUOTE]
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