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Dissociating what I (we?) like from the mechanics
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<blockquote data-quote="bert1001 fka bert1000" data-source="post: 8629105" data-attributes="member: 7029588"><p>So how does PF2e stack up? I'm not an expert so someone else give their take if you know the system better. But here's my 2 cents:</p><p></p><p><strong>Class based and level based:</strong> Yes, including 4e-like multi classing</p><p></p><p><strong>Visible Design/transparency:</strong> Yes</p><p></p><p><strong>Classes with clear purposes:</strong> Somewhat, maybe not as clear as 4e</p><p></p><p><strong>Choices at every level: </strong>Yes</p><p></p><p><strong>Balance: </strong>Yes, using the same method as 4e -- brought casters down and martials up.</p><p></p><p><strong>Same clock for everyone: </strong>Close enough to Yes. Some short rest dependancy for focus spells and other things but not really big parts of class power.</p><p></p><p><strong>Defenders that really defend:</strong> Not sure.</p><p></p><p><strong>Support that matter: </strong>Somewhat Yes. Support definitely matters but can be a little less satisfying than 4e I think due to small bonuses and penalities because of the way critiacal fail/success works.</p><p></p><p><strong>Tactical Combat:</strong> Yes, maybe not quite 4e level but miles beyond 5e.</p><p></p><p><strong>Attacker always rolls:</strong> No.</p><p></p><p><strong>Universality: </strong>Yes, pretty good with defined terms.</p><p></p><p><strong>Intuitive encounter building:</strong> Yes</p><p></p><p><strong>Incomplete Lore: </strong>No.</p><p></p><p><strong>Cosmology for Adventurers:</strong> Yes.</p><p></p><p><strong>Truly epic epic levels</strong>: Pretty good although I think martials could have even more.</p><p></p><p><strong>Separation of combat magic and utility magic :</strong> No. Not really in the same way.</p><p></p><p><strong>Magic doesn't always do it better but is convenient:</strong> Somewhat. Low level magic can't do as much as 3e/5e. Rituals but not like 4e.</p><p></p><p><strong>Monsters made for gaming (roles, not PC rules, variety, self contained, etc.): </strong>Somewhat -- but fails with keeping PC spells as lists. </p><p></p><p><strong>Skill Challenges/non combat resolution system: </strong>Only partway. Lots of victory point like systems in the DMG but you need to flesh them out for plat and they aren't as flexible as the orginal skill challange concept.</p><p></p><p><strong>Clarity/mechanics first:</strong> Yes, I believe so. Mechanics are for the most part spelled out and aren't overridden by fluff.</p><p></p><p><strong> </strong></p></blockquote><p></p>
[QUOTE="bert1001 fka bert1000, post: 8629105, member: 7029588"] So how does PF2e stack up? I'm not an expert so someone else give their take if you know the system better. But here's my 2 cents: [B]Class based and level based:[/B] Yes, including 4e-like multi classing [B]Visible Design/transparency:[/B] Yes [B]Classes with clear purposes:[/B] Somewhat, maybe not as clear as 4e [B]Choices at every level: [/B]Yes [B]Balance: [/B]Yes, using the same method as 4e -- brought casters down and martials up. [B]Same clock for everyone: [/B]Close enough to Yes. Some short rest dependancy for focus spells and other things but not really big parts of class power. [B]Defenders that really defend:[/B] Not sure. [B]Support that matter: [/B]Somewhat Yes. Support definitely matters but can be a little less satisfying than 4e I think due to small bonuses and penalities because of the way critiacal fail/success works. [B]Tactical Combat:[/B] Yes, maybe not quite 4e level but miles beyond 5e. [B]Attacker always rolls:[/B] No. [B]Universality: [/B]Yes, pretty good with defined terms. [B]Intuitive encounter building:[/B] Yes [B]Incomplete Lore: [/B]No. [B]Cosmology for Adventurers:[/B] Yes. [B]Truly epic epic levels[/B]: Pretty good although I think martials could have even more. [B]Separation of combat magic and utility magic :[/B] No. Not really in the same way. [B]Magic doesn't always do it better but is convenient:[/B] Somewhat. Low level magic can't do as much as 3e/5e. Rituals but not like 4e. [B]Monsters made for gaming (roles, not PC rules, variety, self contained, etc.): [/B]Somewhat -- but fails with keeping PC spells as lists. [B]Skill Challenges/non combat resolution system: [/B]Only partway. Lots of victory point like systems in the DMG but you need to flesh them out for plat and they aren't as flexible as the orginal skill challange concept. [B]Clarity/mechanics first:[/B] Yes, I believe so. Mechanics are for the most part spelled out and aren't overridden by fluff. [B] [/B] [/QUOTE]
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