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<blockquote data-quote="Celtavian" data-source="post: 7991899" data-attributes="member: 5834"><p>I've only played 5E to lvl 15 and PF2 to lvl 11. From what I have seen so far, PF2 has far more options than 5E. It's the main reason my players switched to PF2. Their biggest complaint about 5E was every character felt the same. Once an ability allowed you to gain advantage, you were done needing any other abilities no matter how they were worded or what they were named other than <em>bless</em>. We played with feats and multiclassing. Nearly every martial type wanting to do heavy damage took 2 levels of paladin with some caster for smite. Every caster wanting to do some damage built a sorlock of some kind. PF2 is not like that. You can build so many different types of characters that no one has found the most powerful option yet because it doesn't seem to exist. There is no fighting style, type of magic, or feat that seems more powerful than any other options. Just different and pretty effective. I can't even begin to tell you how many character options there are. The new sorcerer is just a treasure trove of character options with each bloodline having access to a different spell list. Multiclassing opens up even more options for character building. The PF2 chassis for character building is pretty insane in its variability.</p><p></p><p>I've built the following classes so far. A cavern elf thief racket rogue using a rapier. Pretty standard. He's very good at skills and skills are more meaningful in PF2 than they have been in the past. You get real powerful mechanical abilities as you advance in skill level. I have a half-elf maestro bard who I've built as a support class with a sort of shadowy spell capability who likes to call on ghost-like power to defeat enemies and help the party. He uses a lot of shadow magic and illusion. In another group I built an ancient elf undead bloodline sorcerer wizard multiclass archetype who uses positive and negative energy to kill foes and heal friends. Those are just a few options you can build out of the Core Rulebook. PF2 is far more varied than the PF1 core rulebook for character building.</p><p></p><p>The PF2 rule set works in strange ways which we figured out after we played. I'll list a few examples:</p><p>1. Skills: You not only have to have a high skill number, but you need to have a high rank to do certain things. For example, if you don't have expert or higher in thievery, you can't disarm some traps. If you don't have expert and master in Arcana, you can't get higher level multiclass archetype feats for casting. If you don't have expert in Religion, you can't learn resurrect rituals or use religion to banish haunts. Skills have real meaning in PF2.</p><p></p><p>2. Smite Evil: When we first read divine smite, we thought it was weak. Charisma good damage versus the PF1 level damage. Then we found out many evil creatures like demons and devils have weakness good 10. So suddenly this weak charisma damage smite evil was doing 14 points of damage a hit. So smite evil was still powerful, just not powerful against everything. A little extra damage against an evil humanoid, but huge damage against an evil demon or devil. That was pretty cool as the paladin shined at the right moment against the right creatures rather than slaughtering everything evil.</p><p></p><p>There's a lot of little rules that make the game interesting to play. We're finding more of them the more we play. Only downside for those that like a simpler game is be ready to memorize a lot of rules. Not as many as PF2 as the rule system is better integrated, but still quite a bit to learn. Like read Attack of Opportunity closely. It only disrupts spells on a crit, not a regular hit. It is important to remember that so casters don't end up screwed worse than they already are if some AoO creatures moves on them.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 7991899, member: 5834"] I've only played 5E to lvl 15 and PF2 to lvl 11. From what I have seen so far, PF2 has far more options than 5E. It's the main reason my players switched to PF2. Their biggest complaint about 5E was every character felt the same. Once an ability allowed you to gain advantage, you were done needing any other abilities no matter how they were worded or what they were named other than [i]bless[/i]. We played with feats and multiclassing. Nearly every martial type wanting to do heavy damage took 2 levels of paladin with some caster for smite. Every caster wanting to do some damage built a sorlock of some kind. PF2 is not like that. You can build so many different types of characters that no one has found the most powerful option yet because it doesn't seem to exist. There is no fighting style, type of magic, or feat that seems more powerful than any other options. Just different and pretty effective. I can't even begin to tell you how many character options there are. The new sorcerer is just a treasure trove of character options with each bloodline having access to a different spell list. Multiclassing opens up even more options for character building. The PF2 chassis for character building is pretty insane in its variability. I've built the following classes so far. A cavern elf thief racket rogue using a rapier. Pretty standard. He's very good at skills and skills are more meaningful in PF2 than they have been in the past. You get real powerful mechanical abilities as you advance in skill level. I have a half-elf maestro bard who I've built as a support class with a sort of shadowy spell capability who likes to call on ghost-like power to defeat enemies and help the party. He uses a lot of shadow magic and illusion. In another group I built an ancient elf undead bloodline sorcerer wizard multiclass archetype who uses positive and negative energy to kill foes and heal friends. Those are just a few options you can build out of the Core Rulebook. PF2 is far more varied than the PF1 core rulebook for character building. The PF2 rule set works in strange ways which we figured out after we played. I'll list a few examples: 1. Skills: You not only have to have a high skill number, but you need to have a high rank to do certain things. For example, if you don't have expert or higher in thievery, you can't disarm some traps. If you don't have expert and master in Arcana, you can't get higher level multiclass archetype feats for casting. If you don't have expert in Religion, you can't learn resurrect rituals or use religion to banish haunts. Skills have real meaning in PF2. 2. Smite Evil: When we first read divine smite, we thought it was weak. Charisma good damage versus the PF1 level damage. Then we found out many evil creatures like demons and devils have weakness good 10. So suddenly this weak charisma damage smite evil was doing 14 points of damage a hit. So smite evil was still powerful, just not powerful against everything. A little extra damage against an evil humanoid, but huge damage against an evil demon or devil. That was pretty cool as the paladin shined at the right moment against the right creatures rather than slaughtering everything evil. There's a lot of little rules that make the game interesting to play. We're finding more of them the more we play. Only downside for those that like a simpler game is be ready to memorize a lot of rules. Not as many as PF2 as the rule system is better integrated, but still quite a bit to learn. Like read Attack of Opportunity closely. It only disrupts spells on a crit, not a regular hit. It is important to remember that so casters don't end up screwed worse than they already are if some AoO creatures moves on them. [/QUOTE]
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