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<blockquote data-quote="Blue" data-source="post: 9049995" data-attributes="member: 20564"><p>Thanks for all of the feedback so far, especially the discussion on healing and how that shapes party creation.</p><p></p><p>One concern I have is that the group I'd be playing this with the style seems a strong fit for the DM, who likes tactical, crunchy encounters, and some of the players as well. But not all the players are like that.</p><p></p><p>We have one casual player - bright but doesn't have time to read up between sessions and not a great depth of experience so would be effectively learning PF2 through play and probably will treat it like D&D 5e for a while. That said, can think tactically. She's smart, just doesn't have the years the rest of us have. What classes/roles would you suggest we steer them towards?</p><p></p><p>And another who gets satisfaction with something directly either hurting or healing. Buff, debuff, action denial aren't really their thing. They want to directly affect HPs. So either some sort of striker role or in-combat healing. It sounds like there's still lots of places they will have fun, right? Any hidden gotchas with that?</p><p></p><p>But none of that is a barrier to play, just things to keep in mind when we build a party.</p><p></p><p>Changing gears, I'll have to check out Foundry - we've been using Roll20 and it has it's strengths and it's pain points. But it sounds like there's good tools at Foundry that will be a big help. Are they free, subscription, purchase?</p><p></p><p>Finally, there was a mention about not being able to try disarming a trap without being an Expert and some warnings about if it's worth it to invest only a little in a skill. Could someone expand on that? Do characters need to be focused specialists like in D&D 3.x, or can you be more casual and still have chances to succeed? Is spreading yourself thin to be a jack of all trades viable? And what are "skill feats" - is that just a category of feats that affects skills or something else?</p></blockquote><p></p>
[QUOTE="Blue, post: 9049995, member: 20564"] Thanks for all of the feedback so far, especially the discussion on healing and how that shapes party creation. One concern I have is that the group I'd be playing this with the style seems a strong fit for the DM, who likes tactical, crunchy encounters, and some of the players as well. But not all the players are like that. We have one casual player - bright but doesn't have time to read up between sessions and not a great depth of experience so would be effectively learning PF2 through play and probably will treat it like D&D 5e for a while. That said, can think tactically. She's smart, just doesn't have the years the rest of us have. What classes/roles would you suggest we steer them towards? And another who gets satisfaction with something directly either hurting or healing. Buff, debuff, action denial aren't really their thing. They want to directly affect HPs. So either some sort of striker role or in-combat healing. It sounds like there's still lots of places they will have fun, right? Any hidden gotchas with that? But none of that is a barrier to play, just things to keep in mind when we build a party. Changing gears, I'll have to check out Foundry - we've been using Roll20 and it has it's strengths and it's pain points. But it sounds like there's good tools at Foundry that will be a big help. Are they free, subscription, purchase? Finally, there was a mention about not being able to try disarming a trap without being an Expert and some warnings about if it's worth it to invest only a little in a skill. Could someone expand on that? Do characters need to be focused specialists like in D&D 3.x, or can you be more casual and still have chances to succeed? Is spreading yourself thin to be a jack of all trades viable? And what are "skill feats" - is that just a category of feats that affects skills or something else? [/QUOTE]
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