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Are you moving from 5E to PF2?
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<blockquote data-quote="kenada" data-source="post: 7637640" data-attributes="member: 70468"><p>I’m currently running a hexcrawl using Justin Alexander’s <a href="https://thealexandrian.net/wordpress/17308/roleplaying-games/hexcrawl" target="_blank">hexcrawl procedure</a>. It’s worked okay in 5e, but we’ll probably be converting from 5e to PF2.</p><p></p><p>The lack of options in 5e is a problem. Most of my players like building characters even if they’re not optimizers, but they also don’t like planning. PF2 should hopefully let them do that without having to worry too much about trap options. Combat is also a little same-y in 5e. Monsters in the playtest had some interesting abilities, and we had a good experience with the Unchained action economy, so I expect that to be better. The biggest difference is that PF2 explicitly does not embrace flatter math.</p><p></p><p>I feel like bounded accuracy isn’t a good fit for the type of exploration game I’m running. I don’t build the world out from the PCs. Consequently, some places are more dangerous than others. Since 5e is designed to get keep threats dangerous for longer, it takes the PCs too long to get stronger than something, so they can go back and just destroy it. When I ran Kingmaker for the group years ago, my PCs did that a few times, and I think it gives a good sense of progression when they can return to a challenging foe and dominate it.</p><p></p><p>However, that’s if we convert. There were some things about the playtest I didn’t like, which I understand have changed. I’m going to start with a one-shot to get everyone’s feel for the system, particularly the new guy who has only ever played 5e. If that goes well, then we’ll convert.</p></blockquote><p></p>
[QUOTE="kenada, post: 7637640, member: 70468"] I’m currently running a hexcrawl using Justin Alexander’s [url=https://thealexandrian.net/wordpress/17308/roleplaying-games/hexcrawl]hexcrawl procedure[/url]. It’s worked okay in 5e, but we’ll probably be converting from 5e to PF2. The lack of options in 5e is a problem. Most of my players like building characters even if they’re not optimizers, but they also don’t like planning. PF2 should hopefully let them do that without having to worry too much about trap options. Combat is also a little same-y in 5e. Monsters in the playtest had some interesting abilities, and we had a good experience with the Unchained action economy, so I expect that to be better. The biggest difference is that PF2 explicitly does not embrace flatter math. I feel like bounded accuracy isn’t a good fit for the type of exploration game I’m running. I don’t build the world out from the PCs. Consequently, some places are more dangerous than others. Since 5e is designed to get keep threats dangerous for longer, it takes the PCs too long to get stronger than something, so they can go back and just destroy it. When I ran Kingmaker for the group years ago, my PCs did that a few times, and I think it gives a good sense of progression when they can return to a challenging foe and dominate it. However, that’s if we convert. There were some things about the playtest I didn’t like, which I understand have changed. I’m going to start with a one-shot to get everyone’s feel for the system, particularly the new guy who has only ever played 5e. If that goes well, then we’ll convert. [/QUOTE]
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