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Is It Time for PF2 "Essentials"?
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<blockquote data-quote="CapnZapp" data-source="post: 8215965" data-attributes="member: 12731"><p>Thank you for engaging on the interesting half (I thought I would have to skip many more posts than I did).</p><p></p><p>I think Paizo has written a game that's incredibly far up its own arse. It is incredibly hard to love if you aren't into a very specific sort of highly detailed combat simulator. </p><p></p><p>Most game revisions or "streamlinings" such as 3.5 or 4E Essentials doesn't change the fundamental approach, and so fail to meaningfully attract a new customer base. What I think Paizo would need to do to attract more customers is not only to shed a huge load of clutter (but that is a required step too), but also to show, not tell, they're capable of offering other sorts of adventures than the highly regimented adventure paths. </p><p></p><p>These adventure paths, when you strip away the particulars, all the same: they offer 20 levels of 12 encounters of 4 monsters each (on average). There is a very railroaded story that shunts you from encounter to encounter. Sometimes you are given the illusion of choice, more often you aren't. </p><p></p><p>Everything is incredibly tied down and there can be no upsets since that would wreck the balance. No magic item is ever truly magical. They provide the necessary upgrade and nothing more. You have millions of small game features that add +1 to one corner of your character, but you are not trusted with any of the big decisions.</p><p></p><p>Everything is geared toward one thing and one thing only: creating interesting - and challenging - death matches in the ring. And for every (20-level) AP, you will be having 240 of them. Too few, and you fall behind a level and you die. </p><p></p><p>I therefore believe a PF2.5 would be a mistake. What would be needed is a game that finally(!) asks the question "why was 5E such a huge success?" and then offers more of that, only not as simplified. A game that looses the grip on character fundamentals. A game that offers other kinds of adventures.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8215965, member: 12731"] Thank you for engaging on the interesting half (I thought I would have to skip many more posts than I did). I think Paizo has written a game that's incredibly far up its own arse. It is incredibly hard to love if you aren't into a very specific sort of highly detailed combat simulator. Most game revisions or "streamlinings" such as 3.5 or 4E Essentials doesn't change the fundamental approach, and so fail to meaningfully attract a new customer base. What I think Paizo would need to do to attract more customers is not only to shed a huge load of clutter (but that is a required step too), but also to show, not tell, they're capable of offering other sorts of adventures than the highly regimented adventure paths. These adventure paths, when you strip away the particulars, all the same: they offer 20 levels of 12 encounters of 4 monsters each (on average). There is a very railroaded story that shunts you from encounter to encounter. Sometimes you are given the illusion of choice, more often you aren't. Everything is incredibly tied down and there can be no upsets since that would wreck the balance. No magic item is ever truly magical. They provide the necessary upgrade and nothing more. You have millions of small game features that add +1 to one corner of your character, but you are not trusted with any of the big decisions. Everything is geared toward one thing and one thing only: creating interesting - and challenging - death matches in the ring. And for every (20-level) AP, you will be having 240 of them. Too few, and you fall behind a level and you die. I therefore believe a PF2.5 would be a mistake. What would be needed is a game that finally(!) asks the question "why was 5E such a huge success?" and then offers more of that, only not as simplified. A game that looses the grip on character fundamentals. A game that offers other kinds of adventures. [/QUOTE]
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