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Pathfinder 2E Pathfinder 2nd Edition

However, I'm assuming that PF fans could more or less agree on the type of game they'd want to play, that is why they're playing PF. Even in the Strange Aeons AP (or was it Horror Adventures?), the writers flat-out said, that despite the horror/Lovecraftian angle, it is still PF, with all its assumed stuff and distinct playstyle.
That AP felt like they were afraid to push the envelop and do something very different.
Okay, it shouldn't be Call of Cthulhu but Paizo's adventures are curiously predictable with their mandatory dungeon crawls in every part. Really, I imagine the default playstyle has as much to do with their inability to vary the game that much.

PF is literally a retooled 3e retroclone... People are generally playing it, because they like to play a 3e style game.
Again, it's literally a D&D 3.75 for those who didn't want to play 4e... Why should we pretend that it is a totally independent thing from D&D?
That's how it started. That's what the people buying the original print run (and the rapid second print run) wanted. But what about the people who bought the third print run, a year or so after? Or the fourth? Or the fifth? Each print run getting larger and larger.
When the game started it was a bunch of people who didn't want to upgrade to 4e. But now it has an audience of its own. Arguably a larger audience.

Even if it's not and the vast majority of Pathfinder fans are former 3e fans... that's not a sustainable audience. It's not like they're making more 3e fans. Invariably some will die or leave gaming or switch to other games. That's not a long term audience. It has to strike a balance between appealing to that original core audience and the (probably larger) percentage of newcomers.

Why bother? Because some cleaning up and minor tweaking could make the game better in what it does, without changing it profoundly, and that is enough of a goal.
Minor tweaks aren't a whole edition. They're a fanbrew PDF of house rules and revisions.
If Pathfinder Revised is just going to be minor tweaks... then, yeah, why bother?

After all, this ignores a lot of the underlying flaws of the system. Like how high level monsters have ridiculous numbers of feats and their saves are ridiculous. Or how play just breaks down for a full third of the levels. Or how characters get five attacks, one of which can only miss on a 1 and the last can only hit on a "20".
There's a lot of just plain bad math in the game. Almost as if it's based on rulebooks being written by different people at the same time who were only half-coordinating.

The designers of Pathfinder have talked about legacy mechanics they wish they hadn't included. Jason Bulhman discussed how swift action just slowed down the game and probably weren't necessary. There was a lot of stuff that was included just because they promised Pathfinder would be largely backwards compatible. Ditto Starfinder, which is ridiculously conservative in its design. I've seen numerous 3PP that went farther with the system (such as Star Wars Saga, which predates Pathfinder by a couple years).

Maybe, but maybe that's not the point. The point might be making a specific game, or rather, a specific version of D&D, to a specific audience who like that game's style and its bells and whistles.
That sounds like one of the dozens of "D&D with a twist" campaign setting/ RPG hybrids that was released during the 2000s. (My favourite was Midnight. Great setting.)

But you're aware that some people, even in this thread, like things like PCs and monsters/NPCS working the same, or the more minutae simulation and such?
Have you ever made a CR 8 monster following all the rules? It's a pain in the ass. And there's inevitably a mistake in the math. Have you ever looked at the errata documents Paizo APs? Pretty much every other statblock has a major math error in it. And those are done by professionals and heavily edited.

There benefits are outweighed by the costs.
Even Paizo seems to think so, since they went with the Unchained simple monsters for Starfinder. Pretty much the only rule from that book to make it into SF...

Besides, 5e promised that famous modularity and didn't deliver to this day.
So... you're saying there's a market for such a product? A niche to be filled? ;)

PF isn't a generic system, like GURPS, or Savage Worlds.
It kinda is. To a lot of people it is. Other than the gods, find one bit of Golarion lore in, oh, say the first six hardcover books.
Which begs the question: should it drop the pretence of being generic and double down on being the Golarion RPG?

I just don't like directly scene and story-altering narrative elements in general, thus I wouldn't want to see them in PF.
So don't use them.
It's always easier to ignore a secondary mechanic than it is for a non-designer to create one and work it into the game. Those mechanics should be there for people who like them but not so baked in (i.e. included in feats and class features) that it's tricky to play without.

Ah, yes, the false presumption of roleplaying evolution... Honestly as I see it, that "evolution" didn't make games better, objectively. It made different kinds of games possible and that's a good thing, but that doesn't mean they are better and in no way I think those "modern design elements" (ie: narrative systems) have to or even should be incorporated into every game today. They are not an upgrade, in my eyes, but a sidegrade. Some people like them, some don't.
There's a lot of great ideas in modern games. Like the non-binary success of Genysis/ FFG Star Wars. Or that same game system's back-and-forth Force Point system that allows you to boost a dice and/or manipulate the story. Or Star Trek Adventures' Momentum system, where you pool points from extraordinary successes that can be used to boost future rolls or, again, alter the narrative.

Shadowrun, for example, went more-or-less with the same system since its inception. It got improved, tweaked, at some parts simplified, but in essence, it remained the same and that is good, IMO. That it has a more rules-light, narrative version, Anarchy is a good thing too. Different people, different tastes.
I'm not sure I agree with the argument "games haven't evolved. Look at this one example of a game with 30 years of history and how it hasn't changed."
Yeah, of course Shadowrun is similar. It has a legacy. It has six-and-a-half editions. Pathfinder doesn't have that. It doesn't have the burden of three or four very similar editions.

The fact that PF is still the secondbiggest game, after 8 years and that 3.5 is pactically the third biggest, despite not being supported shows that a significant ammount of people like that kind of game, including me. So no, I don't want it to change profoundly, under the false pretense of "making it more modern", but I want it to be better in what it does.
Except that it's second by a wiiiiiiiiiide margin. Really, it's fourth behind Homebrew D&D, FR D&D, and Critical Role D&D.
Given how D&D is an order of magnitude bigger... isn't it a good idea to target some of those fans? Try to appeal to the ones tired of PF1 but unhappy with 5e?

After all, some percentage of fans left PF for 5e. And not all fans will convert from a PF1 to a PF2, as a 100% conversion rate is crazy implausible. So, by default, PF2 will be less popular than PF1 unless it can reach new fans and grow its audience. It has to get new fans from somewhere...
 

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It kinda is. To a lot of people it is. Other than the gods, find one bit of Golarion lore in, oh, say the first six hardcover books.
Off the top of my head, you have gnomes, which are entirely unlike any gnomes from anywhere else in literature. Really, though, even things like pseudo-vancian spellcasting is Golarion-specific lore; that's not how wizards work in any game world that wasn't explicitly built as a reflection of D&D rules.
Which begs the question: should it drop the pretence of being generic and double down on being the Golarion RPG?
If it did, then I would give up on the second edition entirely. As it stands, you can kind of work the core rules into something that resembles a generic fantasy setting, if you aren't afraid to tweak some thing. As for Golarion as a setting, the only fantasy setting I hate more is Forgotten Realms.
 

Shasarak

Banned
Banned
The fact that PF is still the secondbiggest game, after 8 years and that 3.5 is pactically the third biggest, despite not being supported shows that a significant ammount of people like that kind of game, including me. So no, I don't want it to change profoundly, under the false pretense of "making it more modern", but I want it to be better in what it does.

I think you are exactly right. Some people are used to companies bringing out new editions every three or four years but Paizo has shown that you dont need to do that. Which is why I predict no new edition this year, well for Paizo of course, no guarantees on other companies.
 


TwoSix

Dirty, realism-hating munchkin powergamer
I think you are exactly right. Some people are used to companies bringing out new editions every three or four years but Paizo has shown that you dont need to do that. Which is why I predict no new edition this year, well for Paizo of course, no guarantees on other companies.
Quoted for prescience. :)
 



KthulhuX

First Post
"Deluxe hardcover with foil-debossed faux-leather cover and ribbon bookmark."

...for a playtest book.

Paizo's not even trying to hide the cash grab.
 

PMárk

Explorer
Well, that was a surprise! :D

How pleasent, I don't know yet, I've just seen the announcement and reading the stuff on Paizo's.

Love the cover art. The b&w version maybe even more, because I'm a sucker of sketchy b&w artworks in general, but the colored version is beautiful too.
 

PMárk

Explorer
I think you are exactly right. Some people are used to companies bringing out new editions every three or four years but Paizo has shown that you dont need to do that. Which is why I predict no new edition this year, well for Paizo of course, no guarantees on other companies.

I wanted to add to that discussion, that it's not even just Shadowrun and Pathfinder. CoC didn't change much, WoD didn't change that much, especially the "classic" line, but even NWoD 1e wasn't that different. The 2es of the latter made more changes and brought in new stuff aplenty, but at the core it was the same. V5 will be also different in some aspects, but still recognizable, in my opinion, from what we've seen this far.

And I'm sure we could list many games that didn't made radical changes over the years.
 

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