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Grade the Pathfinder 2E Game System
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<blockquote data-quote="The-Magic-Sword" data-source="post: 9115869" data-attributes="member: 6801252"><p>I really love it, lots of character build options that let you do interesting things, but there's not a lot of fear that something will be unviably bad like with every other d20 RPG that also has a lot of different character options hard-coded in with unique textures. The game has a bunch of subsystems that provide adequate-to-excellent support for different things I need the game to do (Chases, Downtime, Exploration Mode) and does a good job of mechanizing exploration so that I can essentially do OSR-inspired site-based adventuring but with a fairly combat-as-sport based system which my player prefer, with well tuned encounter guidelines that value strategic combat and don't make everything a cakewalk. </p><p></p><p>I liked 4e back in the day, but PF2e improves on it in almost every way-- my only real gripe in that respect is that I wish a few more of the feats in the game were "active techniques" in the sense of 4e powers, we do have them, I just want more of them so players are incentivized to use a variety of them turn-to-turn, right now they tend to grab one or two and repeat them.</p><p></p><p>Plus, I just love all the stuff they come out with-- lots of different classes, coverage for just about any fantasy archetype, the archetype system itself combines with the classes to produce lots of interesting character playstyles and flavor combos-- like being able to Shadow Dancer on whatever class instead of just monk, or pick up animal companions or undead companions on whatever, opens up so much more, to my mind.</p><p></p><p>There's a lot of reasons its my table's main game.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 9115869, member: 6801252"] I really love it, lots of character build options that let you do interesting things, but there's not a lot of fear that something will be unviably bad like with every other d20 RPG that also has a lot of different character options hard-coded in with unique textures. The game has a bunch of subsystems that provide adequate-to-excellent support for different things I need the game to do (Chases, Downtime, Exploration Mode) and does a good job of mechanizing exploration so that I can essentially do OSR-inspired site-based adventuring but with a fairly combat-as-sport based system which my player prefer, with well tuned encounter guidelines that value strategic combat and don't make everything a cakewalk. I liked 4e back in the day, but PF2e improves on it in almost every way-- my only real gripe in that respect is that I wish a few more of the feats in the game were "active techniques" in the sense of 4e powers, we do have them, I just want more of them so players are incentivized to use a variety of them turn-to-turn, right now they tend to grab one or two and repeat them. Plus, I just love all the stuff they come out with-- lots of different classes, coverage for just about any fantasy archetype, the archetype system itself combines with the classes to produce lots of interesting character playstyles and flavor combos-- like being able to Shadow Dancer on whatever class instead of just monk, or pick up animal companions or undead companions on whatever, opens up so much more, to my mind. There's a lot of reasons its my table's main game. [/QUOTE]
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