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Is this a fair review of PF2?
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<blockquote data-quote="willrali" data-source="post: 8059314" data-attributes="member: 37541"><p>I like Puffin Forest. </p><p></p><p>This review, however, exaggerated a great deal and missed what I consider to be actual problems. Many of the things in the combat sequence he described only need to be written up once, and then quickly applied in-game. It would be fairly straightforward to concoct a 5e narrative that‘s just as tedious. (I had a grinding three hour encounter just the other day, where the applicability of passive perception was very much in dispute.)</p><p></p><p>PF2 has a lot of options, and with options come complexity. In my experience, as long as the numbers for expected manoeuvres are done in advance, play is very fast. If not, there’s a lot of referencing and flipping. So: if you don‘t want to do the numbers in advance (about 30 min-1 hr work for a character), maybe look elsewhere.</p><p></p><p>What he <em>doesn’t</em> focus on is my biggest gripe with the game: the not-great organization. Sure, they tried to make a step-by-step character creation guide right at the beginning. But there are so many conditions, keywords, effects and whatnot that are integral to your abilities, it quickly becomes a bewildering ‘where’s Waldo’ nightmare. It’s like reading a math textbook where the definitions for key concepts are buried in arbitrary places. I actually wrote up my own game-term glossaries and flow-charty rules references for the table so people could actually play the damned game. With those in place, though, the game is fast, flexible and fun.</p></blockquote><p></p>
[QUOTE="willrali, post: 8059314, member: 37541"] I like Puffin Forest. This review, however, exaggerated a great deal and missed what I consider to be actual problems. Many of the things in the combat sequence he described only need to be written up once, and then quickly applied in-game. It would be fairly straightforward to concoct a 5e narrative that‘s just as tedious. (I had a grinding three hour encounter just the other day, where the applicability of passive perception was very much in dispute.) PF2 has a lot of options, and with options come complexity. In my experience, as long as the numbers for expected manoeuvres are done in advance, play is very fast. If not, there’s a lot of referencing and flipping. So: if you don‘t want to do the numbers in advance (about 30 min-1 hr work for a character), maybe look elsewhere. What he [I]doesn’t[/I] focus on is my biggest gripe with the game: the not-great organization. Sure, they tried to make a step-by-step character creation guide right at the beginning. But there are so many conditions, keywords, effects and whatnot that are integral to your abilities, it quickly becomes a bewildering ‘where’s Waldo’ nightmare. It’s like reading a math textbook where the definitions for key concepts are buried in arbitrary places. I actually wrote up my own game-term glossaries and flow-charty rules references for the table so people could actually play the damned game. With those in place, though, the game is fast, flexible and fun. [/QUOTE]
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