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Another Deadly Session, and It's Getting Old
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<blockquote data-quote="Retreater" data-source="post: 8113369" data-attributes="member: 42040"><p>I don't have the GMG. It also wasn't available until 7+ months after the start of the Adventure Path. I guess I could buy it and try to figure out things like basic encounter design, expectations of play, etc. But shouldn't all of that really be in the Core Rulebook? Moreover, shouldn't the premiere Adventure Path be designed following those guidelines, instead of defaulting to my players' characters getting routinely stomped, leading to some of the greatest frustration we've had in gaming? </p><p></p><p>When you publish a system called X #2, I think it's fair for GMs to surmise that the game operates with the same expectations of play, unless otherwise noted. Paizo did a bad job of telling us how to run the game. If this is all in the GMG, then that should have been available Day 1. I don't trust that it is in there, so I am hesitant to set aside time, money, and shelf space for it. </p><p></p><p></p><p>Nah. I'm quite serious. I've wrapped up one of my existing 5e campaigns and that group is going to Swords and Wizardry next week. As soon as Dragonheist is finished in a couple of weeks, we are going to OSE. </p><p></p><p>I've seen what PF2 can't do. It can't handle multiple combats coming together. It can't handle depletion of resources. It can't handle random encounters (because resources aren't depleted). It can't handle monsters 2 levels lower or 2 levels higher. It can't handle a group that doesn't play 100% tactically perfect. It can't handle monsters on the same initiative. It can't handle creative uses of skills (because you're getting into the territory of feats). It can't handle if you forget Hero Points. It can't handle if you don't use crafting, treat wounds, etc. - basically every party has to have access to the same abilities, and any deviation from what a party is will be met with failure.</p><p></p><p>So yeah, I'm so frustrated and burned out because of PF2 that I am done with 3.x/PF/4/5 for the foreseeable future.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8113369, member: 42040"] I don't have the GMG. It also wasn't available until 7+ months after the start of the Adventure Path. I guess I could buy it and try to figure out things like basic encounter design, expectations of play, etc. But shouldn't all of that really be in the Core Rulebook? Moreover, shouldn't the premiere Adventure Path be designed following those guidelines, instead of defaulting to my players' characters getting routinely stomped, leading to some of the greatest frustration we've had in gaming? When you publish a system called X #2, I think it's fair for GMs to surmise that the game operates with the same expectations of play, unless otherwise noted. Paizo did a bad job of telling us how to run the game. If this is all in the GMG, then that should have been available Day 1. I don't trust that it is in there, so I am hesitant to set aside time, money, and shelf space for it. Nah. I'm quite serious. I've wrapped up one of my existing 5e campaigns and that group is going to Swords and Wizardry next week. As soon as Dragonheist is finished in a couple of weeks, we are going to OSE. I've seen what PF2 can't do. It can't handle multiple combats coming together. It can't handle depletion of resources. It can't handle random encounters (because resources aren't depleted). It can't handle monsters 2 levels lower or 2 levels higher. It can't handle a group that doesn't play 100% tactically perfect. It can't handle monsters on the same initiative. It can't handle creative uses of skills (because you're getting into the territory of feats). It can't handle if you forget Hero Points. It can't handle if you don't use crafting, treat wounds, etc. - basically every party has to have access to the same abilities, and any deviation from what a party is will be met with failure. So yeah, I'm so frustrated and burned out because of PF2 that I am done with 3.x/PF/4/5 for the foreseeable future. [/QUOTE]
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