Pathfinder 2E I think I am giving up on PF2ER

Very unlikely you'll get a satisfying game doing this with any d20 game, honestly.
I do it with 5E all the time.
These are easy to make but I wouldn't recommend doing them at the table. There are charts which you can easily derive values from as long as you know what level you want the monster/item to be. Only takes a couple minutes to do.
Again, this is the heart of the matter. Proficiency takes time and effort and I am not sure it is comparatively worth it.
compared to 5e where the hardest encounter still has nearly a 0% chance the party will lose,
This is true, and one of the things that makes improvising in 5E fun and easy: you have lots of room to correct if you udner or over shoot.
or Shadowdark where every fight is a probable TPK.
This is not true. Shadowdark is not the meatgrinder folks like to pretend it is.
Its important to actually build encounters towards the difficulty you want. That said, the process of doing so takes like 2 minutes.
If you know the system well.
The 4 degrees of success tend to give a wider range of results to actions.
This I like.
 

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I don't think that Starfinder 2 will be the fast and loose, low prep experience you're wanting. But the Beta playtest PDF should be released in two months (and free). And I hope I'm wrong.

If you're familiar with 5e already, have you tried Esper Genesis? Maybe considering EN Publishing's Voidrunner's Codex?

If you want sci-fi that's a little more fast and loose, there's also Mothership, Vast Grimm, Traveller, and Coriolis.
 

Regarding SF2e it's probably worth mentioning that while the playtest PDF is supposed to be out mid-July, the Paizo listing for the print version says you need the PF2e Player Core and GM Core books to use the playtest books. I wouldn't expect any different of an experience with mechanics and I'd just expect the playtest book to have things like ancestries, backgrounds, classes, and equipment specific to the game.
 

Again, this is the heart of the matter. Proficiency takes time and effort and I am not sure it is comparatively worth it.

Proficiency will come naturally. Honestly it's basically the same as 5E but adding level.

I do get being overwhelmed with Traits/Tags, largely because some of them use verbiage that is similar to 5E but not in the same way. I remember looking at the "Concentrate" tag and trying to figure out what it meant, and it wasn't an actual rule, just something specific things keyed off of: Barbarians while raging can't use any action/feat that has the Concentrate tag, for example. So every tag doesn't necessary denote a rule you need to read, but something a feat or skill might be triggered by. And you don't need to know all those at any given time.

For me, the key was breaking them down into different areas. I would recommend NOT using the Archive for this because, since the Archive has everything ever printed, it's going to look way more daunting because it's got everything in there. It also mixes in a little bit of old PF2 as well (I was looking at the actions and under "Casting a Spell" it was talking about different components and what traits they add, but traits are just intrinsic to spell so you don't need to worry about knowing that). But start with Action Traits, the ones you see attached to actions: Move, Attack, Manipulate, Concentrate.

Then it was casting things. It's easier now with the Remaster to look at the book since AoN still has problems sorting certain things since when you ask for "All" they really give you all. But most of those are fairly self-explanatory (Fire, Cold, etc) or fairly simple mechanically (Subtle). Then Armor Traits, then... well, Weapon Traits are arguably the biggest one, since there are ones that are far more important (Agile, Versatile, Deadly, Fatal) compared to others (Backstabber, Forceful, Backswing). You can get away with forgetting the latter, but the former are closer to big effects you'd have to know in D&D.

For me, I can adlib pretty well in the system. I think I do it better than 5E largely because I have a handle on what I'm tossing and what the effect is likely to be. 5E's loose tolerances were good if you wanted to be able to toss stuff at a party and not worry about them dying because the game is overbalanced towards the players after the first few squishy levels. But I always found it rather unsatisfying to have to really create custom enemies and such to make combat interesting. I'm also someone who was "I wish things were less swingy"... or maybe it's more accurate to say "I wish characters had a bit more niche protection", as it was very difficult to get my players to invest in skills that weren't necessarily to their stat strengths (one of my first modifications was to get around this).

With PF2, I think it requires a bit of rules investment and time, which not everyone has and not everyone should have to give; you have to make decisions about your life and learning a new system is a helluva commitment. But I think it allows you to do something similar to 5E, but in very different ways: with minimal prep (largely knowing your party's level and what the level DC's are, if you want to play that way) you can really easily create situations that give you the sort of challenge you want without having to put a bunch of guesswork into it.

But it's my read that you're more of a "toss it at the wall and see what happens", which isn't necessarily what PF2 is about. There is obviously Prof without LvL, but I think you probably want a more light narrative system in general.
 

But it's my read that you're more of a "toss it at the wall and see what happens", which isn't necessarily what PF2 is about. There is obviously Prof without LvL, but I think you probably want a more light narrative system in general.
Yea, but then that violates the constraint that @Reynard has placed on giving the players a solid amount of character design crunch, and a fair amount of in-game mechanical options.

It's an actual difficult constraint to overcome; almost every game routinely pushes more rule weight onto the DM first and the players second. There simply aren't a lot of games with relatively heavy player optionality combined with fairly simple DM processes, certainly within the "sorta like D&D fantasy" space.
 

improvising in 5E fun and easy: you have lots of room to correct if you udner or over shoot.
Exactly. PF2E does not work that way and will not work for the playstyle you have. You have a razors edge to work with since the balance is so good.
If you know the system well.
No, you don't need system mastery to build encounters. You just need to be able to read a chart and do basic addition, or use a tool like Yet another Pathfinder 2nd edition encounter calculator . It's significantly easier than 5e's XP based encounter budget.
 

No, you don't need system mastery to build encounters. You just need to be able to read a chart and do basic addition, or use a tool like Yet another Pathfinder 2nd edition encounter calculator . It's significantly easier than 5e's XP based encounter budget.
I'm not clear from @Reynard's example if by "building encounters" they mean putting various monsters together into a single fight, or actually building the NPCs and monsters on the fly.

As a low-to-no prep DM, I generally do the latter.
 




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