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PF2 and the adventure day
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<blockquote data-quote="wakedown" data-source="post: 7640738" data-attributes="member: 15901"><p>I've come to believe it's unfair to try to evaluate PF2 as needing to compete with 5E. I don't view 13th Age or SotDL as needing to compete with 5E, why should PF2 need to be viewed that way?</p><p></p><p>PF2 probably had the barest minimum of actual playtesting, their design team was on their heels from the moment they announced their playtest last Summer and scrambling to make updates and then lob it to their printer in (March?). It's possible there were less than 1000 play-testing hours all-in of whatever the final rules became of PF2 which probably gives it one of the lowest ratio of actual-play relative to attempted scope/ambition.</p><p></p><p>With the production of any TTRPG it's like a balancing act - how many rules are going into the pot? 100 rules? 10,000 rules? How many creative chiefs are providing input direction? Sole author? 10 contributors? Then, how many hours of vetting of the near final rules do you have?</p><p></p><p>13th Age probably has 1/100th of the actual rules of PF2 and only had 2 creative guides in Heinsoo & Tweet. PF2 probably had over a dozen Paizo staff putting things into the pot (voice down the hall: "Oh, let's add charismatic goblins too!!" and 100X the rules and potentially the same amount of field testing. Add to that they were light on veteran designers having lost so many in the years leading up. They weren't operating on a "when it tastes right" schedule either, but more of a "this thing has to hit the printer in 6 months" schedule.</p><p></p><p>Given the circumstances of its assembly, it's an alright product but wasn't part of a strategic plan for mass appeal to compete with D&D.</p></blockquote><p></p>
[QUOTE="wakedown, post: 7640738, member: 15901"] I've come to believe it's unfair to try to evaluate PF2 as needing to compete with 5E. I don't view 13th Age or SotDL as needing to compete with 5E, why should PF2 need to be viewed that way? PF2 probably had the barest minimum of actual playtesting, their design team was on their heels from the moment they announced their playtest last Summer and scrambling to make updates and then lob it to their printer in (March?). It's possible there were less than 1000 play-testing hours all-in of whatever the final rules became of PF2 which probably gives it one of the lowest ratio of actual-play relative to attempted scope/ambition. With the production of any TTRPG it's like a balancing act - how many rules are going into the pot? 100 rules? 10,000 rules? How many creative chiefs are providing input direction? Sole author? 10 contributors? Then, how many hours of vetting of the near final rules do you have? 13th Age probably has 1/100th of the actual rules of PF2 and only had 2 creative guides in Heinsoo & Tweet. PF2 probably had over a dozen Paizo staff putting things into the pot (voice down the hall: "Oh, let's add charismatic goblins too!!" and 100X the rules and potentially the same amount of field testing. Add to that they were light on veteran designers having lost so many in the years leading up. They weren't operating on a "when it tastes right" schedule either, but more of a "this thing has to hit the printer in 6 months" schedule. Given the circumstances of its assembly, it's an alright product but wasn't part of a strategic plan for mass appeal to compete with D&D. [/QUOTE]
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