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<blockquote data-quote="CapnZapp" data-source="post: 8213135" data-attributes="member: 12731"><p>Very much this.</p><p></p><p>Some of the most frustrating aspects of the ruleset is how clearly you see different rules going in different directions - not all pointing in the same direction.</p><p></p><p>And yes, I see the occasional message from Paizo people that suggests they intended PF2 to be a much more free and flexible ruleset than what PF1 turned out as. Which clashes violently with how i see PF2 as the single most restricted and regulated ruleset I've ever seen, even more locked down than 4E.</p><p></p><p>Finally, while the rules themselves doesn't proscribe a certain play style, they do lend themselves to one pkay style in particular. When all the Adventure Paths we've seen so far very strongly doubles down on this lethal rigid railroad campaign style it doesn't really help if Paizo people claim you can do it in other ways. Show us, don't tell us, Paizo!</p><p></p><p>One area where I feel Paizo fell particularly short is the selection of variant rules:</p><p></p><p>Variant rules would have been an excellent opportunity to support other approaches, yet the GMG offers no options to switch up the game: no rules for simpler play, no rules for sandbox play, no rules for resource management, no variant Incapacitation rule, ...</p><p></p><p>Some of the GMG options are well received, but they aren't really offering any support for playing the game in those other ways Paizo claims they wanted their game to support.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8213135, member: 12731"] Very much this. Some of the most frustrating aspects of the ruleset is how clearly you see different rules going in different directions - not all pointing in the same direction. And yes, I see the occasional message from Paizo people that suggests they intended PF2 to be a much more free and flexible ruleset than what PF1 turned out as. Which clashes violently with how i see PF2 as the single most restricted and regulated ruleset I've ever seen, even more locked down than 4E. Finally, while the rules themselves doesn't proscribe a certain play style, they do lend themselves to one pkay style in particular. When all the Adventure Paths we've seen so far very strongly doubles down on this lethal rigid railroad campaign style it doesn't really help if Paizo people claim you can do it in other ways. Show us, don't tell us, Paizo! One area where I feel Paizo fell particularly short is the selection of variant rules: Variant rules would have been an excellent opportunity to support other approaches, yet the GMG offers no options to switch up the game: no rules for simpler play, no rules for sandbox play, no rules for resource management, no variant Incapacitation rule, ... Some of the GMG options are well received, but they aren't really offering any support for playing the game in those other ways Paizo claims they wanted their game to support. [/QUOTE]
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