Thomas Shey
Legend
Your groups of people obsessed with PF2 all of them having spent/wasted 100+ hours reading about the system?
Most of the people I've played PF2e learned-by-doing. They aren't experts in the system by any means. Heck, I'm not.
Your groups of people obsessed with PF2 all of them having spent/wasted 100+ hours reading about the system?
Same. My only gripe with the system is the same one I had with 5e; combat takes too long at higher levels. Beyond that, no one in my group, including the GM (me), spent hundreds of hours doing anything but actually playing the game at this point. We largely learned as we went along once we had the basics. We probably made mistakes which didn’t matter because we had fun.
Most people playing RPGs never did read the rules of those RPGs because they were just explained to them. Exactly what I mean. You are people who read rules, and this is required in PF2, while in 5E almost no one reads the rules, because its not necessarily.
Thats why you dont see the difference because you do the extensive work also for other RPGs where its not needed.
Your groups of people obsessed with PF2 all of them having spent/wasted 100+ hours reading about the system?
PF2 tends to draw in more people who like to spend many hours reading about the system and because they do the same thing with other systems (where this is not necessarily) they underestimate how much more time is needed for pf2 than to other systems.
Its not impossible to run, but it has far more rules and nitpicks and restraints etc. Which you NEED to know.
This is a really weird critique. I've seen plenty of people learn relatively complex system by doing, just like any number of other skills; I fail to see why it'd be less true of PF2e.
The biggest problem with PF2e is one common in the D&D-sphere; any time you get outside of the simplest characters, the special casing can eat you alive. But just the spell system does that to anyone playing most D&D sphere games before any other mechanics.
Despite us having played PF2e for a couple years now, the concentrate trait still confuses people I play with since we played 5e before switching. Unlearning 5e-isms is really the hardest part of learning PF2e. We had a much easier time with other games I have run for the same group because they aren’t D&D-adjacent so there’s less preconceived notions of how things should work.That, or if they are coming from 5E, concepts that share names but have different effects; Concentration/Concentrate are things that sound similar, but do not act the same way in both systems. That sort of "similar but different" crossover has had more problems, like reminding my players that most things no longer have Attacks of Opportunity/Reactive Attacks.
Despite us having played PF2e for a couple years now, the concentrate trait still confuses people I play with since we played 5e before switching. Unlearning 5e-isms is really the hardest part of learning PF2e. We had a much easier time with other games I have run for the same group because they aren’t D&D-adjacent so there’s less preconceived notions of how things should work.
For the most part I'd agree. The one mechanic I think they missed the mark in making something clear and simple to use is counteracting. I'm willing to admit this might just be a me issue that I can read it a couple times, feel like I understand it, and then draw a blank when the mechanic actually comes up in play because it's infrequent enough that it's not fresh in my head. Thankfully someone made an online tool to handle it, but to me it's existence is more proof enough people feel there's an unneeded complexity there if a tool exists to automate resolving the mechanic. I wish they had come up with something else in the remaster.Exactly. The biggest problems when it comes to learning PF2 are largely from games that are similar and use similar vocabulary/mechanics.
But the mechanics themselves are more clear by comparison, and added complexity helps create added flavor and distinction; the immediate example that comes to mind for me are the levels of detection. Outside of the problem that "Undetected" and "Unnoticed" just sound too similar, the levels really work well at showing different levels of detection and allowing you to play with them, and it makes stuff like invisibility a properly powerful thing (with caveats that are given examples within the text of the rules themselves).