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<blockquote data-quote="Velderan" data-source="post: 9046214" data-attributes="member: 7038056"><p>My table just switched over to PF2e a few months ago when we wrapped up our last 5e campaign, so we were in a similar situation.</p><p></p><p></p><p>The Beginner Box is great for teaching the game and takes you to level 2. The reason the adventure is so good to learn is it presents a wide variety of game mechanics so you can get an idea how to run the system at a basic level before starting something more complicated. The adventure can continue directly into <a href="https://paizo.com/products/btq026k1?Pathfinder-Adventure-Troubles-in-Otari" target="_blank">Troubles in Otari</a>, which is also designed to be played with just the material in the Beginner Box. I think that can take you to level 4, it includes what you'd need to know to advance a PC to that level. You don't need to purchase or read anything else beyond these 2 things to get started.</p><p></p><p>I ended up running the Beginner Box adventure and then went directly into the Abomination Vaults AP since it is set in the same area. I made some tweaks to the first level of the adventure to account for the group being level 2, but I was going to have to make those tweaks anyhow since my group has 6 players and the published material seems to assume 4 players. More on that later.</p><p></p><p>Do you play online or in-person? Foundry is absolutely fantastic for online play and there's a ton of community support for it.</p><p></p><p></p><p>If you're going to be the GM, it might not be a bad idea to buy the stuff listed since they don't plan to revise the Beginner Box in the immediate future. Otherwise I would not buy a Core Rulebook now and would wait for the Remastered books since they've said a huge focus of them is improving how approachable they are to new players.</p><p></p><p></p><p>I didn't use the free archetype rule since we wanted to stick to as basic of an experience as possible to start.</p><p></p><p></p><p></p><p>The game's math is pretty tight. When I mentioned having to adjust the AP I'm running to account for 6 2nd level PCs in an area that was meant for 4 1st level PCs, if you follow the game's instructions for encounter balancing you'll generally end up with an encounter that is as challenging as you intended. Because of this, team work is the way PCs will gain an advantage over the enemies. An easy example is flanking a target gives them the flat-footed condition which makes them take to a -2 penalty to it's AC. This -2 could be the difference between a character hitting or even scoring a critical hit. I'm still new to GMing the system, but from what I've seen so far if my players aren't looking for those tactical advantages on encounters measured as severe, we'd probably be looking at a TPK. It takes some getting used to, but you're 100% right that using the 3rd action to either raise a shield for more defense or moving to setup an enemy to be flanked to give them a -2 to their AC is usually a better choice than swinging with the multi-attack penalty. As GM, I make it a point of pointing out when the previous player setup a hit or a crit to help encourage that type of teamwork. </p><p></p><p>As for resources, [USER=42040]@Retreater[/USER] already mentioned the Rules Lawyer as generally being good at covering PF2e. I've also watched a few videos from the How Its Played Youtube channel. There's a playlist <a href="https://www.youtube.com/watch?v=qxdYly42Cmc&list=PLYCDCUfG0xJb5I-wDIezuDkTfbd8k21Km" target="_blank">here</a>.</p></blockquote><p></p>
[QUOTE="Velderan, post: 9046214, member: 7038056"] My table just switched over to PF2e a few months ago when we wrapped up our last 5e campaign, so we were in a similar situation. The Beginner Box is great for teaching the game and takes you to level 2. The reason the adventure is so good to learn is it presents a wide variety of game mechanics so you can get an idea how to run the system at a basic level before starting something more complicated. The adventure can continue directly into [URL='https://paizo.com/products/btq026k1?Pathfinder-Adventure-Troubles-in-Otari']Troubles in Otari[/URL], which is also designed to be played with just the material in the Beginner Box. I think that can take you to level 4, it includes what you'd need to know to advance a PC to that level. You don't need to purchase or read anything else beyond these 2 things to get started. I ended up running the Beginner Box adventure and then went directly into the Abomination Vaults AP since it is set in the same area. I made some tweaks to the first level of the adventure to account for the group being level 2, but I was going to have to make those tweaks anyhow since my group has 6 players and the published material seems to assume 4 players. More on that later. Do you play online or in-person? Foundry is absolutely fantastic for online play and there's a ton of community support for it. If you're going to be the GM, it might not be a bad idea to buy the stuff listed since they don't plan to revise the Beginner Box in the immediate future. Otherwise I would not buy a Core Rulebook now and would wait for the Remastered books since they've said a huge focus of them is improving how approachable they are to new players. I didn't use the free archetype rule since we wanted to stick to as basic of an experience as possible to start. The game's math is pretty tight. When I mentioned having to adjust the AP I'm running to account for 6 2nd level PCs in an area that was meant for 4 1st level PCs, if you follow the game's instructions for encounter balancing you'll generally end up with an encounter that is as challenging as you intended. Because of this, team work is the way PCs will gain an advantage over the enemies. An easy example is flanking a target gives them the flat-footed condition which makes them take to a -2 penalty to it's AC. This -2 could be the difference between a character hitting or even scoring a critical hit. I'm still new to GMing the system, but from what I've seen so far if my players aren't looking for those tactical advantages on encounters measured as severe, we'd probably be looking at a TPK. It takes some getting used to, but you're 100% right that using the 3rd action to either raise a shield for more defense or moving to setup an enemy to be flanked to give them a -2 to their AC is usually a better choice than swinging with the multi-attack penalty. As GM, I make it a point of pointing out when the previous player setup a hit or a crit to help encourage that type of teamwork. As for resources, [USER=42040]@Retreater[/USER] already mentioned the Rules Lawyer as generally being good at covering PF2e. I've also watched a few videos from the How Its Played Youtube channel. There's a playlist [URL='https://www.youtube.com/watch?v=qxdYly42Cmc&list=PLYCDCUfG0xJb5I-wDIezuDkTfbd8k21Km']here[/URL]. [/QUOTE]
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