Pathfinder 2E I played my first PF2e game this week. Here's why I'm less inclined to play again.


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I'm stuck on the assumption that an investigator is supposed to be good in combat. And that a mystery requires initiative.

Maybe I should avoid PF2 as well.

Like most D&D derivatives, PF2e assumes all classes are combat capable in addition to whatever else they do. The differences are usually about how and how they go about it and what they do outside of it.
 

Maybe the characters I chose were poor examples (in which case, taking them out of the stack of the dozen pregens we were handed might have been a good idea). But with my lack of experience, I can't tell the difference between a lacking demo and a lacking game.

While the reasons you didn't like it might very well have stayed true other wise... yes. You got handed 2 classes that I would NEVER hand a new player.

The fact that you ended up with both of the worst possible classes to hand a new player is very bad luck.

I have no idea if you would have still felt the same way about PF2E otherwise. But those two are just beasts of managing the action economy in the worst ways for people who have not yet decided they like it. They're classes you hand 'True Believers", not the people passing in the Airport you're trying to teach about the Good News... ;)

Not even in regards to the thematic aspects people above my post are debating, the game mechanics of Investigator and Inventor are just downright 'fill out this tax form' convoluted to reach the same result as classes that just say "I do stuff" and get told "stuff happens."

Your 'Missionary' basically led with telling you to give up sex, drugs, and rock and roll, before telling you any of the 'Good News' bits. :D
 

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