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<blockquote data-quote="Kichwas" data-source="post: 9050204" data-attributes="member: 891"><p>A healer or other support character would normally be my recommend for a new player except I hate pointing to the support for a female player as that's what happens to women gamers in MMOs... all... the... [censored]... time...</p><p></p><p>A ranged caster with a basic spell list can be easy - sorcerer is straightforward AFTER character creation.</p><p></p><p>Bard will be like telling the female player that just joined your MMO raid group; "oh, you're the girl - play this sweetie." They're buff bots.</p><p></p><p>Avoid Witch as it's broken (it's getting a rewrite in the remaster because the class' abilities do not internally synergize - lots of dead end feats, feats that need enablers that were never written (such as an entire line for melee combat abilities but no ability to be able to hit with them, and they don't work with each other in any unified way). When I say witch is broken I don't mean balance - I mean doesn't actually function as advertised.</p><p></p><p>If she enjoys tactical play, but is new / casual so you want to go rules light... one "insane" idea is a rogue with the thief racket. This is an extremely tactical option that is also very straight forward: get into flank position so you get sneak attack. Attack with Rapier, then Shortsword, use first <s>and</s><strong><span style="font-size: 22px"> OR </span></strong> third actions to move in or away, tumble through, take cover, demoralize, and as time goes on, other things.</p><p></p><p><strong>(EDIT: Typo had me saying the opposite of what I meant...)</strong></p><p></p><p>Rogue is both a perfect character for simple play, and most varied play. Want to do something? The rogue likely has the skill for it. So the rogue will be the character that has the most options - yet they are all very straightforward.</p><p></p><p>It's ideal for a more engaged but not too 'game obsessed' player.</p><p></p><p>If they just want to 'hit stuff' with as little mechanics worry about as possible - Barbarian. But a less involved player will not know what to do out of combat and might get bored.</p><p></p><p>The caution on Fighter: It seems like a straightforward hit things option... but the fighter player needs to be tracking all kinds of different maneuvers they could pick from. Attack, shove, trip, grapple, sweep... use my reaction to raise shield or save it for the AoO that might happen if that guy there moves... try to kite this enemy to that spot and that enemy to this spot... etc. If this was an MMO you are both the top melee DPS and the off-tank at the same time (if a Champion is around they are the maintank).</p><p></p><p></p><p>If a highly tactical player - a melee. Fighter, Rogue, Champion.</p><p></p><p>The caution on the Champion: you are a tank, Your job is to sit there and take hits, or chase down opportunities to be the one to take the hit because this isn't an MMO with a taunt button. You will want to do tactics like a fighter - but you don't have as good of tools for that. You just need to 'get in the way' of things all the time. On a very tactically minded player, or one who knows PF2E well - this can be exciting. On a less tactical player they will feel like all they get to do is a basic attack and then raise their shield. A Champion needs a player who will deep dive what they can do with it because on the surface it can look boring.</p><p></p><p>If not - a non magical ranged. Non-magical ranged do work best when played tactically but you can also just 'point and shoot'. Archers and Gunslingers. Or a less tactical melee in a Barbarian (they can be played to just hit things), Swashbuckler (they are meant to be tactical, but the most effective way is often just to spam 'finisher' and ignore all the class mechanics).</p><p></p><p></p><p></p><p>Yeah, if you run PF2E in a VTT, you almost always want that VTT to be Foundry.</p><p></p><p>Unlike Roll20 the rules come included. Paizo itself put out support items for Foundry. There are a TON of great mods. Adventure packs need to be bought or you can manually import and make the maps. But it's worth it to just buy the adventure's Foundry key if it exists. There are some people who sell some stuff on patreon for it - animations, maps, music packs. Some of that is very high quality but none of it is needed.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 9050204, member: 891"] A healer or other support character would normally be my recommend for a new player except I hate pointing to the support for a female player as that's what happens to women gamers in MMOs... all... the... [censored]... time... A ranged caster with a basic spell list can be easy - sorcerer is straightforward AFTER character creation. Bard will be like telling the female player that just joined your MMO raid group; "oh, you're the girl - play this sweetie." They're buff bots. Avoid Witch as it's broken (it's getting a rewrite in the remaster because the class' abilities do not internally synergize - lots of dead end feats, feats that need enablers that were never written (such as an entire line for melee combat abilities but no ability to be able to hit with them, and they don't work with each other in any unified way). When I say witch is broken I don't mean balance - I mean doesn't actually function as advertised. If she enjoys tactical play, but is new / casual so you want to go rules light... one "insane" idea is a rogue with the thief racket. This is an extremely tactical option that is also very straight forward: get into flank position so you get sneak attack. Attack with Rapier, then Shortsword, use first [S]and[/S][B][SIZE=6] OR [/SIZE][/B] third actions to move in or away, tumble through, take cover, demoralize, and as time goes on, other things. [B](EDIT: Typo had me saying the opposite of what I meant...)[/B] Rogue is both a perfect character for simple play, and most varied play. Want to do something? The rogue likely has the skill for it. So the rogue will be the character that has the most options - yet they are all very straightforward. It's ideal for a more engaged but not too 'game obsessed' player. If they just want to 'hit stuff' with as little mechanics worry about as possible - Barbarian. But a less involved player will not know what to do out of combat and might get bored. The caution on Fighter: It seems like a straightforward hit things option... but the fighter player needs to be tracking all kinds of different maneuvers they could pick from. Attack, shove, trip, grapple, sweep... use my reaction to raise shield or save it for the AoO that might happen if that guy there moves... try to kite this enemy to that spot and that enemy to this spot... etc. If this was an MMO you are both the top melee DPS and the off-tank at the same time (if a Champion is around they are the maintank). If a highly tactical player - a melee. Fighter, Rogue, Champion. The caution on the Champion: you are a tank, Your job is to sit there and take hits, or chase down opportunities to be the one to take the hit because this isn't an MMO with a taunt button. You will want to do tactics like a fighter - but you don't have as good of tools for that. You just need to 'get in the way' of things all the time. On a very tactically minded player, or one who knows PF2E well - this can be exciting. On a less tactical player they will feel like all they get to do is a basic attack and then raise their shield. A Champion needs a player who will deep dive what they can do with it because on the surface it can look boring. If not - a non magical ranged. Non-magical ranged do work best when played tactically but you can also just 'point and shoot'. Archers and Gunslingers. Or a less tactical melee in a Barbarian (they can be played to just hit things), Swashbuckler (they are meant to be tactical, but the most effective way is often just to spam 'finisher' and ignore all the class mechanics). Yeah, if you run PF2E in a VTT, you almost always want that VTT to be Foundry. Unlike Roll20 the rules come included. Paizo itself put out support items for Foundry. There are a TON of great mods. Adventure packs need to be bought or you can manually import and make the maps. But it's worth it to just buy the adventure's Foundry key if it exists. There are some people who sell some stuff on patreon for it - animations, maps, music packs. Some of that is very high quality but none of it is needed. [/QUOTE]
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