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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="Seramus" data-source="post: 9745330" data-attributes="member: 6812658"><p>I've been playing PF2E for a little while now, but ended up drifting away from it in favor of less restrictive systems.</p><p></p><p>I absolutely <strong>loved</strong> character creation, especially with a permissive GM (me). I paid for Pathbuilder and spent hours and hours fiddling around in there, prowling through Archive of Nethys, and imagining all the fun and crazy character concepts you could come up with. My other players were similarly enamored, and throwing out character ideas we would never play became a hilarious side conversation in group chats.</p><p></p><p>Golarion itself is a rich world with lots of history. An absolutely gonzo setting with so many different odd things, you can pretty much pick almost any place and make something incredibly atmospheric.</p><p></p><p><strong>But</strong> I had a roller coaster reaction to the 3 Action Economy system. At first I really loved it, and felt like the spirit of the 3 action economy system was a really enjoyable idea, and more liberating than 5E. But then I started to feel <strong>henpecked</strong> by how often my players (when I GM'ed it) and myself (when I was a player) had to spend actions to draw, grip their weapons, and do any of these secondary tasks. I also noticed how many classes had an extremely janky relationship with the action economy. For example, I played an Alchemist and crashed violently against the Interact to draw rules, Quick Bomb was 1. But Draw a Vial is 1, Quick Alchemy is 1, then using it was 1. Except if you had a Toolkit, then the draw was unnecessary (yay). Oh, and who knows if you can throw a potion to an ally, and if they have a two handed weapon they had to let go with one hand to catch, spend an action to drink, and spend another action to hold their weapon again?! And that's not the only class with such jank, though it might be the most dramatic.</p><p></p><p>And this last bit is mostly a personal bias. The older I get, the less interested I am in +1 bonuses. I absolutely applaud PF2E for limiting the number of stackable bonuses to just a handful, and I have a loooong background in D&D where getting your +5 sword of awesome is normalized. But I just don't care anymore. I want spells, maneuvers, and items that do interesting things, not just give me +1 to something. So when I decided to play a character who tried to stick to interesting spells, instead of ones that gave +1s, or bought items with interesting abilities, instead of potency +1s, we just slid behind the math curve.</p></blockquote><p></p>
[QUOTE="Seramus, post: 9745330, member: 6812658"] I've been playing PF2E for a little while now, but ended up drifting away from it in favor of less restrictive systems. I absolutely [B]loved[/B] character creation, especially with a permissive GM (me). I paid for Pathbuilder and spent hours and hours fiddling around in there, prowling through Archive of Nethys, and imagining all the fun and crazy character concepts you could come up with. My other players were similarly enamored, and throwing out character ideas we would never play became a hilarious side conversation in group chats. Golarion itself is a rich world with lots of history. An absolutely gonzo setting with so many different odd things, you can pretty much pick almost any place and make something incredibly atmospheric. [B]But[/B] I had a roller coaster reaction to the 3 Action Economy system. At first I really loved it, and felt like the spirit of the 3 action economy system was a really enjoyable idea, and more liberating than 5E. But then I started to feel [B]henpecked[/B] by how often my players (when I GM'ed it) and myself (when I was a player) had to spend actions to draw, grip their weapons, and do any of these secondary tasks. I also noticed how many classes had an extremely janky relationship with the action economy. For example, I played an Alchemist and crashed violently against the Interact to draw rules, Quick Bomb was 1. But Draw a Vial is 1, Quick Alchemy is 1, then using it was 1. Except if you had a Toolkit, then the draw was unnecessary (yay). Oh, and who knows if you can throw a potion to an ally, and if they have a two handed weapon they had to let go with one hand to catch, spend an action to drink, and spend another action to hold their weapon again?! And that's not the only class with such jank, though it might be the most dramatic. And this last bit is mostly a personal bias. The older I get, the less interested I am in +1 bonuses. I absolutely applaud PF2E for limiting the number of stackable bonuses to just a handful, and I have a loooong background in D&D where getting your +5 sword of awesome is normalized. But I just don't care anymore. I want spells, maneuvers, and items that do interesting things, not just give me +1 to something. So when I decided to play a character who tried to stick to interesting spells, instead of ones that gave +1s, or bought items with interesting abilities, instead of potency +1s, we just slid behind the math curve. [/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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