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Are you moving from 5E to PF2?
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<blockquote data-quote="Haffrung" data-source="post: 7788047" data-attributes="member: 6776259"><p>It's not even char gen itself that I think will be daunting for casuals. Many of the mechanics are just, well, complex. </p><p></p><p>* There are the myriad mechanical effects that different weapons and armour have - which are cool, but not something casuals will easily find, let alone remember. </p><p></p><p>* The dozens of specific actions, spread out over the categories of skill actions, general skill actions, exploration actions, encounter actions, combat actions, etc. </p><p></p><p>* Then there's the whole Hide > Stealth > Sneak > Hidden > Undetected > Observed relationship that probably needs a flowchart to explain. </p><p></p><p>This stuff all seems well thought out, and I can see how it will be engaging in play. But it takes a certain mindset and a certain type of player to enjoy grappling with that degree of mechanical complexity. Even if I give my casuals pre-gen PCs (which I'll probably do), I'll need to create cheat sheets, walk everybody through encounters very slowly, and constantly remind some players of what they can and can't do.</p></blockquote><p></p>
[QUOTE="Haffrung, post: 7788047, member: 6776259"] It's not even char gen itself that I think will be daunting for casuals. Many of the mechanics are just, well, complex. * There are the myriad mechanical effects that different weapons and armour have - which are cool, but not something casuals will easily find, let alone remember. * The dozens of specific actions, spread out over the categories of skill actions, general skill actions, exploration actions, encounter actions, combat actions, etc. * Then there's the whole Hide > Stealth > Sneak > Hidden > Undetected > Observed relationship that probably needs a flowchart to explain. This stuff all seems well thought out, and I can see how it will be engaging in play. But it takes a certain mindset and a certain type of player to enjoy grappling with that degree of mechanical complexity. Even if I give my casuals pre-gen PCs (which I'll probably do), I'll need to create cheat sheets, walk everybody through encounters very slowly, and constantly remind some players of what they can and can't do. [/QUOTE]
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