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Another Deadly Session, and It's Getting Old
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<blockquote data-quote="Retreater" data-source="post: 8107183" data-attributes="member: 42040"><p>Sorry if my word choice makes it sound like I think it's a punishment or a form of torture to play/GM PF2 . I meant "punishing" in the same way someone might say "brutal." </p><p>So it is a brutal system compared any TTRPG system I've played or GMed in the past 20 years. I have had more frequent character death in it than I have in 3.x, d20 Modern, PF1, D&D 4E, Gamma World 7E, D&D 5E, WHFRPG 4, Savage Worlds, Dungeon World, Numenera, City of Mists, 7th Sea, Star Wars Age of Empire, Call of Cthulhu (even in Masks of Nyarlahotep), Labyrinth Lord, and Swords & Wizardry. Old School Essentials has come close, but I was playing with guys who had no concept of teamwork or apparently any desire for their characters to live. So when I say that the design comes across as balanced against the PCs, I am saying that with these different systems in my mind for comparison. </p><p>Does this make it a bad game? No. But it might mean that it's not especially well-balanced for long-term campaign play in a published, highly structured Adventure Path that goes to level 20. And that means that Paizo's bread-and-butter Adventure Path format is being disserviced by some of these mechanics, at least while they continue to use their traditional design paradigms.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8107183, member: 42040"] Sorry if my word choice makes it sound like I think it's a punishment or a form of torture to play/GM PF2 . I meant "punishing" in the same way someone might say "brutal." So it is a brutal system compared any TTRPG system I've played or GMed in the past 20 years. I have had more frequent character death in it than I have in 3.x, d20 Modern, PF1, D&D 4E, Gamma World 7E, D&D 5E, WHFRPG 4, Savage Worlds, Dungeon World, Numenera, City of Mists, 7th Sea, Star Wars Age of Empire, Call of Cthulhu (even in Masks of Nyarlahotep), Labyrinth Lord, and Swords & Wizardry. Old School Essentials has come close, but I was playing with guys who had no concept of teamwork or apparently any desire for their characters to live. So when I say that the design comes across as balanced against the PCs, I am saying that with these different systems in my mind for comparison. Does this make it a bad game? No. But it might mean that it's not especially well-balanced for long-term campaign play in a published, highly structured Adventure Path that goes to level 20. And that means that Paizo's bread-and-butter Adventure Path format is being disserviced by some of these mechanics, at least while they continue to use their traditional design paradigms. [/QUOTE]
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