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<blockquote data-quote="The-Magic-Sword" data-source="post: 8715031" data-attributes="member: 6801252"><p>So, I tried a lot of things, and none of it worked very well, the meaning of back loading is that you don't notice the problems until you've already been playing for a while. So its not prohibitive to get new players, it would mainly manifest from invested players getting progressively more frustratedcafter a few years, and that is something I do see in 5e community spaces, I happen to know its the backstory for most of the membership of the pf2e subreddit, since we did polls and ots the most common refrain when 5e players ask the community why they switched. </p><p></p><p></p><p></p><p></p><p>Not to put too fine a point on it, but any game can probably be interpreted as balanced if the players are comfortable with the idea of policing themselves or if the GM is satisfied excluding most of the material. For some GMs, their attitude is that they'd rather do that anyway, but for me it ends up being a massive drain on my energy as a GM. Every "additional thing" is another point of stress-- so coming up with reasons the players can't rest, working around or directly homebrewing boss encounters, designing new house rules to holdit togther, being stibgy with magic items, retraining my players expectations about wanting to use the cool stuff so they have "the right attitude^tm" was all too much. </p><p></p><p>When we did switch all of that just went away. I can focus more on doing fun things with the game, building on top of it, roleplaying, worldbuilding, i dont have to design scenarios to force them not to rest, they can have very free access to most magic items with some gm given onlys mixed in to spice it up. It just works, im thrilled.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8715031, member: 6801252"] So, I tried a lot of things, and none of it worked very well, the meaning of back loading is that you don't notice the problems until you've already been playing for a while. So its not prohibitive to get new players, it would mainly manifest from invested players getting progressively more frustratedcafter a few years, and that is something I do see in 5e community spaces, I happen to know its the backstory for most of the membership of the pf2e subreddit, since we did polls and ots the most common refrain when 5e players ask the community why they switched. Not to put too fine a point on it, but any game can probably be interpreted as balanced if the players are comfortable with the idea of policing themselves or if the GM is satisfied excluding most of the material. For some GMs, their attitude is that they'd rather do that anyway, but for me it ends up being a massive drain on my energy as a GM. Every "additional thing" is another point of stress-- so coming up with reasons the players can't rest, working around or directly homebrewing boss encounters, designing new house rules to holdit togther, being stibgy with magic items, retraining my players expectations about wanting to use the cool stuff so they have "the right attitude^tm" was all too much. When we did switch all of that just went away. I can focus more on doing fun things with the game, building on top of it, roleplaying, worldbuilding, i dont have to design scenarios to force them not to rest, they can have very free access to most magic items with some gm given onlys mixed in to spice it up. It just works, im thrilled. [/QUOTE]
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