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Introducing a new group to PF2 vs. 4E?
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<blockquote data-quote="TheSword" data-source="post: 9018342" data-attributes="member: 6879661"><p>Group advantage is a game changer. Released with up in Arms. It makes Advantage a pot that everyone can contribute to in the party and then they can spend to gain bonuses, extra actions and tricks. It is really effective at encouraging teamwork and is really easy to track because it’s on one number for the party and one number for the foes. I nominate one player to keep track of it and then I just don’t worry about it. Everyone loves an extra attack and when you pass a test it really feels like you’ve contributed to the team.</p><p></p><p>Shields were fixed to simply add 2 Armour to every location without the off-hand -20 penalty nonesense.</p><p></p><p>Magic was fixed with Winds of Magic and Channelling was fixed with Archives of the Empire 3. Gives benefits to channelling, reduces the penalties and makes casting easier. While also changing overcasting so dart isn’t the best spell in the game.</p><p></p><p>Also I think the granular progression and the XP rewards for achieving story results and motivations would work well for your quite mercenary group.</p></blockquote><p></p>
[QUOTE="TheSword, post: 9018342, member: 6879661"] Group advantage is a game changer. Released with up in Arms. It makes Advantage a pot that everyone can contribute to in the party and then they can spend to gain bonuses, extra actions and tricks. It is really effective at encouraging teamwork and is really easy to track because it’s on one number for the party and one number for the foes. I nominate one player to keep track of it and then I just don’t worry about it. Everyone loves an extra attack and when you pass a test it really feels like you’ve contributed to the team. Shields were fixed to simply add 2 Armour to every location without the off-hand -20 penalty nonesense. Magic was fixed with Winds of Magic and Channelling was fixed with Archives of the Empire 3. Gives benefits to channelling, reduces the penalties and makes casting easier. While also changing overcasting so dart isn’t the best spell in the game. Also I think the granular progression and the XP rewards for achieving story results and motivations would work well for your quite mercenary group. [/QUOTE]
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