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*Pathfinder & Starfinder
I played my first PF2e game this week. Here's why I'm less inclined to play again.
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<blockquote data-quote="Gorgon Zee" data-source="post: 9742261" data-attributes="member: 75787"><p>The people I play PF2 with also have experience with many other game systems, which helps a lot. For example, Fate handles solos pretty similarly -- they are very hard to affect and very hard to defend against without assistance -- you need to build advantages.</p><p></p><p>For me, this is a good feature. I like cooperative play in D&D, so rather than a system that rewards everyone doing their own thing and ignoring everyone else, I prefer one like this, where players are expected to coöperate with each other. I've played a couple of 1-20 PF campaigns, and whenever you see a solo, you know that you need to work as a team to defeat it. In our games this would be a very normal conversation: </p><p></p><p>"I can attempt an intimidate if you want to wait for that"</p><p>"Hang on, if you go after me I can give it an evil eye and make the intimidate easier with some luck"</p><p>"Sounds good -- I'll stand 15' in front of it and ready my shield. that'll use up its actions and with luck I won't take a crit"</p><p></p><p>Ranged people would be spending actions to hide and get that advantage, and spell-casters would be buffing and making terrain effects rather than the traditional alpha-strike damage dealing attack.</p><p></p><p>I played an investigator in one of the 1-20 campaigns and that was a GREAT class for handling solos. I'd devise a stratagem, and if that looked capable of hitting the (high) defense of the creature, I'd do it, otherwise help someone else.</p><p></p><p>The big downside is, of course, that if you have players who don't want to play a team game, you are in trouble. For a campaign, they will quickly work it out, but in a con game or one-shot it can be bad. I'd tend to avoid using solos in one-shots for that reason.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 9742261, member: 75787"] The people I play PF2 with also have experience with many other game systems, which helps a lot. For example, Fate handles solos pretty similarly -- they are very hard to affect and very hard to defend against without assistance -- you need to build advantages. For me, this is a good feature. I like cooperative play in D&D, so rather than a system that rewards everyone doing their own thing and ignoring everyone else, I prefer one like this, where players are expected to coöperate with each other. I've played a couple of 1-20 PF campaigns, and whenever you see a solo, you know that you need to work as a team to defeat it. In our games this would be a very normal conversation: "I can attempt an intimidate if you want to wait for that" "Hang on, if you go after me I can give it an evil eye and make the intimidate easier with some luck" "Sounds good -- I'll stand 15' in front of it and ready my shield. that'll use up its actions and with luck I won't take a crit" Ranged people would be spending actions to hide and get that advantage, and spell-casters would be buffing and making terrain effects rather than the traditional alpha-strike damage dealing attack. I played an investigator in one of the 1-20 campaigns and that was a GREAT class for handling solos. I'd devise a stratagem, and if that looked capable of hitting the (high) defense of the creature, I'd do it, otherwise help someone else. The big downside is, of course, that if you have players who don't want to play a team game, you are in trouble. For a campaign, they will quickly work it out, but in a con game or one-shot it can be bad. I'd tend to avoid using solos in one-shots for that reason. [/QUOTE]
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I played my first PF2e game this week. Here's why I'm less inclined to play again.
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