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Advice for a 5E DM moving to PF2E
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<blockquote data-quote="!DWolf" data-source="post: 8216197" data-attributes="member: 7026314"><p>I never ran 5e but here is some (randomly presented) advice for running 2e based on my experience (keeping in mind I run in person with a group comprising a mix of veteran an new players):</p><p></p><p>PF2E specific</p><ul> <li data-xf-list-type="ul">Remember hero points.</li> <li data-xf-list-type="ul">Delaying is possible and useful in this edition.</li> <li data-xf-list-type="ul">explain how ready actions work. This has been the hardest thing for my players to grasp for some reason.</li> <li data-xf-list-type="ul">Your number intuition will be off at first. That is you/your players will see things like a +2 to AC from raising a shield  and think that isn’t that much when in reality it is fantastic. Same thing for spells like bless and the fighter starting with expert proficiency.</li> <li data-xf-list-type="ul">Shields can be used by anyone - raising a shield requires no check.</li> <li data-xf-list-type="ul">The free archetype variant is fantastic</li> <li data-xf-list-type="ul">If you are creating characters, it helps to have your players select a concept with two or three schticks (for example a sword and board fighter who is highly superstitious and adorns themselves with talismans or a polearm fighter who is a dragoon who rides their horse to battle but dismounts to fight) and then select feats, skills, etc. that support that. If you have ever played chronicles of darkness games such as mage 2e the concept is very similar.</li> <li data-xf-list-type="ul">In earlier games such as PF1 putting everything into a single schtick was the way to build effective characters but in PF2E a broader approach seems to work better: so once you get three or four feats into a shtick consider adding another shtick instead.</li> <li data-xf-list-type="ul">you might want to consider milestone leveling. The milestones are on page three of the module.</li> <li data-xf-list-type="ul">the chase rules are quite good.</li> <li data-xf-list-type="ul">be familiar with the stealth rules and initiative rules - they are a little different from previous editions.</li> <li data-xf-list-type="ul">combat is more balanced between offense and active defense than earlier editions and it is often more beneficial to take a defensive action (raise shield, step away) than to make an attack at high MAP. Make sure your players understand this.</li> <li data-xf-list-type="ul">additionally the game is more focused on teamwork than previous games and it is often beneficial for decent sized parties to use actions (demoralize, trip, flanking, bon mot, recall knowledge, etc.) to help set up their teammates turn rather than take another strike action.</li> <li data-xf-list-type="ul">effects of some feats might not be apparent until they are used in play. For example: reactive shield tends to increase a characters offense, brutish shove is often used to deny enemy actions, and swipe is absolutely devastating and changes the positioning the gm (or players if the monster has it) can use.</li> <li data-xf-list-type="ul">don’t be afraid to have intelligent monsters retreat and to have animals act like animals (sharks will retreat after realizing people aren’t seals, something defending its lair can be avoided by simply backing off and going around, even a starving wolf isn’t going to attack four people, etc.) Likewise mindless monsters won’t use sophisticated tactics and will walk right into situations that will go poorly for them without a thought.</li> <li data-xf-list-type="ul">character have skill feats, be sure to know what they are and make notes on where they might come up as you prep the module. A lurking slurk might be detected with survey wildlife for instance.</li> <li data-xf-list-type="ul">likewise for lore skills. Labor lore to clear rubble for instance. In general I reduce the DCs by five if the character is using the appropriate lore skill.</li> <li data-xf-list-type="ul">monsters should usually be engaged in some activity rather than sitting in a room could completely silent, fully armed and armored, waiting for the characters to arrive. Exceptions are if they are alerted and staging an ambush or they are mindless undead or constructs. If possible increase verisimilitude by having the players discover the activities (there is a poker table with cards on it in the hobgoblin guard room, you hear the yells of mites trying to train their vermin, the antipaladin  is in her pajamas and her hair is a mess, etc.)</li> <li data-xf-list-type="ul">when foreshadowing remember the long range effects of monsters. In the module in particular Otari is just a mile away. They will know about some of the monsters that come out and hunt.</li> <li data-xf-list-type="ul">it might be useful to audit the characters before the session and make sure that they have things like healers tools, ranged and melee options, and third action options.</li> <li data-xf-list-type="ul">let the players know it’s okay to tactically withdraw (I.e. retreat).</li> <li data-xf-list-type="ul">also that retreating is best done before the combat even starts. That is the players detect the encounter, determine it would be better fought in a different location, move to that location, and then engage the encounter.</li> <li data-xf-list-type="ul">if things go really bad, remember that Otari is a five minute run from the dungeon (I would use the chase rules). Also signal whistles from gauntlight can probably be heard back in town (and flares at night).</li> </ul><p></p><p>And some general advice:</p><ul> <li data-xf-list-type="ul">If possible record your sessions and go back over them.</li> <li data-xf-list-type="ul">I found some of Seth Skorkowsky’s videos super helpful. Especially the ones on mindset and player tactics.</li> </ul></blockquote><p></p>
[QUOTE="!DWolf, post: 8216197, member: 7026314"] I never ran 5e but here is some (randomly presented) advice for running 2e based on my experience (keeping in mind I run in person with a group comprising a mix of veteran an new players): PF2E specific [LIST] [*]Remember hero points. [*]Delaying is possible and useful in this edition. [*]explain how ready actions work. This has been the hardest thing for my players to grasp for some reason. [*]Your number intuition will be off at first. That is you/your players will see things like a +2 to AC from raising a shield and think that isn’t that much when in reality it is fantastic. Same thing for spells like bless and the fighter starting with expert proficiency. [*]Shields can be used by anyone - raising a shield requires no check. [*]The free archetype variant is fantastic [*]If you are creating characters, it helps to have your players select a concept with two or three schticks (for example a sword and board fighter who is highly superstitious and adorns themselves with talismans or a polearm fighter who is a dragoon who rides their horse to battle but dismounts to fight) and then select feats, skills, etc. that support that. If you have ever played chronicles of darkness games such as mage 2e the concept is very similar. [*]In earlier games such as PF1 putting everything into a single schtick was the way to build effective characters but in PF2E a broader approach seems to work better: so once you get three or four feats into a shtick consider adding another shtick instead. [*]you might want to consider milestone leveling. The milestones are on page three of the module. [*]the chase rules are quite good. [*]be familiar with the stealth rules and initiative rules - they are a little different from previous editions. [*]combat is more balanced between offense and active defense than earlier editions and it is often more beneficial to take a defensive action (raise shield, step away) than to make an attack at high MAP. Make sure your players understand this. [*]additionally the game is more focused on teamwork than previous games and it is often beneficial for decent sized parties to use actions (demoralize, trip, flanking, bon mot, recall knowledge, etc.) to help set up their teammates turn rather than take another strike action. [*]effects of some feats might not be apparent until they are used in play. For example: reactive shield tends to increase a characters offense, brutish shove is often used to deny enemy actions, and swipe is absolutely devastating and changes the positioning the gm (or players if the monster has it) can use. [*]don’t be afraid to have intelligent monsters retreat and to have animals act like animals (sharks will retreat after realizing people aren’t seals, something defending its lair can be avoided by simply backing off and going around, even a starving wolf isn’t going to attack four people, etc.) Likewise mindless monsters won’t use sophisticated tactics and will walk right into situations that will go poorly for them without a thought. [*]character have skill feats, be sure to know what they are and make notes on where they might come up as you prep the module. A lurking slurk might be detected with survey wildlife for instance. [*]likewise for lore skills. Labor lore to clear rubble for instance. In general I reduce the DCs by five if the character is using the appropriate lore skill. [*]monsters should usually be engaged in some activity rather than sitting in a room could completely silent, fully armed and armored, waiting for the characters to arrive. Exceptions are if they are alerted and staging an ambush or they are mindless undead or constructs. If possible increase verisimilitude by having the players discover the activities (there is a poker table with cards on it in the hobgoblin guard room, you hear the yells of mites trying to train their vermin, the antipaladin is in her pajamas and her hair is a mess, etc.) [*]when foreshadowing remember the long range effects of monsters. In the module in particular Otari is just a mile away. They will know about some of the monsters that come out and hunt. [*]it might be useful to audit the characters before the session and make sure that they have things like healers tools, ranged and melee options, and third action options. [*]let the players know it’s okay to tactically withdraw (I.e. retreat). [*]also that retreating is best done before the combat even starts. That is the players detect the encounter, determine it would be better fought in a different location, move to that location, and then engage the encounter. [*]if things go really bad, remember that Otari is a five minute run from the dungeon (I would use the chase rules). Also signal whistles from gauntlight can probably be heard back in town (and flares at night). [/LIST] And some general advice: [LIST] [*]If possible record your sessions and go back over them. [*]I found some of Seth Skorkowsky’s videos super helpful. Especially the ones on mindset and player tactics. [/LIST] [/QUOTE]
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