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What Would You Want from PF2?
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<blockquote data-quote="Jason Bulmahn" data-source="post: 7594662" data-attributes="member: 5149"><p>Hey there all,</p><p></p><p>While there are too many, and in some cases contradictory, ideas in here for me to address directly, I felt like it might be useful to point out a few things about where we are at and the process that got us here.</p><p></p><p>- A couple of folks have brought up issues that arose during the playtest, calling them deal breakers, I think of almost all the ones mentioned, they have been addressed in the final version. After all, we used the playtest to look at some pretty radical departures from 1st ed, and while some of those we kept, others were discarded. That is why we playtest. </p><p></p><p>- Folks are right to identify the tricky spot we are in as a game in the current market and we went into this with our eyes wide open.</p><p></p><p>- Too that end, we looked to our core strengths as a game engine when making the final version of 2nd ed, while also trying to smooth out the rough spots. We want to make sure that you can use 2nd to tell the same stories that we told in 1st, but we want a game that is smoother to run and easier to learn. A lot of that comes from finding better ways to manage characters (smoother, intuitive leveling) and lightening the load on GMs (easy monster and NPC design, robust encounter building tools), but we also wanted to make sure that the game has a deep amount of customization. Some of this came to light in the playtest, but it did not get the level of polish I wanted until the final version. I am very happy with where we are right now.</p><p></p><p>I look forward to folks getting a chance to take a closer look at the game to see if we lived up to our goals as we get closer to release. Until then, you can watch us play the game and judge for yourself.</p></blockquote><p></p>
[QUOTE="Jason Bulmahn, post: 7594662, member: 5149"] Hey there all, While there are too many, and in some cases contradictory, ideas in here for me to address directly, I felt like it might be useful to point out a few things about where we are at and the process that got us here. - A couple of folks have brought up issues that arose during the playtest, calling them deal breakers, I think of almost all the ones mentioned, they have been addressed in the final version. After all, we used the playtest to look at some pretty radical departures from 1st ed, and while some of those we kept, others were discarded. That is why we playtest. - Folks are right to identify the tricky spot we are in as a game in the current market and we went into this with our eyes wide open. - Too that end, we looked to our core strengths as a game engine when making the final version of 2nd ed, while also trying to smooth out the rough spots. We want to make sure that you can use 2nd to tell the same stories that we told in 1st, but we want a game that is smoother to run and easier to learn. A lot of that comes from finding better ways to manage characters (smoother, intuitive leveling) and lightening the load on GMs (easy monster and NPC design, robust encounter building tools), but we also wanted to make sure that the game has a deep amount of customization. Some of this came to light in the playtest, but it did not get the level of polish I wanted until the final version. I am very happy with where we are right now. I look forward to folks getting a chance to take a closer look at the game to see if we lived up to our goals as we get closer to release. Until then, you can watch us play the game and judge for yourself. [/QUOTE]
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What Would You Want from PF2?
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