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Grade the Pathfinder 2E Game System
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<blockquote data-quote="bert1001 fka bert1000" data-source="post: 9210239" data-attributes="member: 7029588"><p>Pluses:</p><p></p><ul> <li data-xf-list-type="ul">most power is in the core class features and can't be traded away through multi class or feat choices.</li> <li data-xf-list-type="ul">encounter creation math that works</li> <li data-xf-list-type="ul">playable levels 1-20 without completely falling apart</li> <li data-xf-list-type="ul">classes mostly balanced with some outliers that aren't way off the charts</li> <li data-xf-list-type="ul">lots of character customization (esp if use free archtype)</li> <li data-xf-list-type="ul">3 action economy is a great idea</li> <li data-xf-list-type="ul">success ladder vs binary pass/fail</li> <li data-xf-list-type="ul">combat game is more about tactical choices than build. teamwork is rewarded</li> <li data-xf-list-type="ul">very easy to run from DM side (perhaps more complex to learn at first)</li> <li data-xf-list-type="ul">everything is free</li> </ul><p></p><p></p><p>Cons:</p><ul> <li data-xf-list-type="ul">went a little too far nerfing some spellcasters at lower levels (cough wizard). Mid/Higher levels seem fine</li> <li data-xf-list-type="ul">magic is general is ok but don't love some of the choices --- should have called "success" save -> "minor failure" and gone from there for player pyschology, should be a way to occasionally get an incapacitation off, more spells that interact with the 3 action economy, etc.</li> <li data-xf-list-type="ul">early adventures overtuned so you can get the wrong impression on difficulty / how to build encounters</li> <li data-xf-list-type="ul">a little too many modifiers/conditions but not a deal killer</li> <li data-xf-list-type="ul">I'm not a huge fan of the way they did skill feats -- too many "permission" feats instead of bonuses. e.g., should be a +5 to interact with royalty instead of "you can...." It feels like feat gating for mundane things. Not hard to house rule but I'm not a fan.</li> </ul></blockquote><p></p>
[QUOTE="bert1001 fka bert1000, post: 9210239, member: 7029588"] Pluses: [LIST] [*]most power is in the core class features and can't be traded away through multi class or feat choices. [*]encounter creation math that works [*]playable levels 1-20 without completely falling apart [*]classes mostly balanced with some outliers that aren't way off the charts [*]lots of character customization (esp if use free archtype) [*]3 action economy is a great idea [*]success ladder vs binary pass/fail [*]combat game is more about tactical choices than build. teamwork is rewarded [*]very easy to run from DM side (perhaps more complex to learn at first) [*]everything is free [/LIST] Cons: [LIST] [*]went a little too far nerfing some spellcasters at lower levels (cough wizard). Mid/Higher levels seem fine [*]magic is general is ok but don't love some of the choices --- should have called "success" save -> "minor failure" and gone from there for player pyschology, should be a way to occasionally get an incapacitation off, more spells that interact with the 3 action economy, etc. [*]early adventures overtuned so you can get the wrong impression on difficulty / how to build encounters [*]a little too many modifiers/conditions but not a deal killer [*]I'm not a huge fan of the way they did skill feats -- too many "permission" feats instead of bonuses. e.g., should be a +5 to interact with royalty instead of "you can...." It feels like feat gating for mundane things. Not hard to house rule but I'm not a fan. [/LIST] [/QUOTE]
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