Pathfinder 2E Looking for advice as a GM new to PF2e

kugelblitz_

dnd and pathfinder gm amatuer
Hello! I am a GM trying to get into PF2e. I have both Player Cores and am learning the ropes of the system, but I'm not sure if I know everything I need to know. I have DM'd games in D&D 5e before, and the players I intend on teaching also know either 5e or another system. I'd love to hear any advice you have! Rules to keep in mind, good ways to teach my players the system, and things of the like are greatly appreciated! Thanks!
 

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I don't think it's possible to know "everything you need to know." I wouldn't even try. Go into your session to have fun, look up rules as they come up, and don't stress about being a system master.

The basics:
  • 3 action economy
  • Tiers of success and failure
After that, there are some rules that might impact the difficulty of the game
Remember the Multiple Attack Penalty
Remember that Incapacitation attacks modify the tiers of success and failure.
Split individual monsters into different initiative scores (having them all go in group initiative resulted in several TPKs for me)
Let them recover Focus points - it's essential for balance in the game.
 

Consider buying the Beginners Box. Between the Player's Reference Card(PRC) and the last two pages of the Game Master's Guide, you have probably 80% of what you need to know to play PF2 after the players get their characters setup. Provide copies of the PRC to each player and yourself.
 

Hello! I am a GM trying to get into PF2e. I have both Player Cores and am learning the ropes of the system, but I'm not sure if I know everything I need to know. I have DM'd games in D&D 5e before, and the players I intend on teaching also know either 5e or another system. I'd love to hear any advice you have! Rules to keep in mind, good ways to teach my players the system, and things of the like are greatly appreciated! Thanks!
Aside from the suggestion of using the Beginner Box to learn the system, the biggest suggestion I can make is to make it a point of telling your players when something a previous player did gave a bonus that allowed the current player to hit or crit to reinforce good habits. Did the player before stride to end their turn in position to put the enemy off-guard and allow the next player to get a crit on their strike because of the -2 penalty to the enemy’s AC? Tell them so they actually see that all those minor bonuses and penalties actually do matter because of the way crits work in the game.
 

If your players are coming from 5e (or similar) backgrounds, you'll probably really want to emphasize that the three actions are "Move, Attack, Prep/Buff" and that they really won't get the benefits they want from Attacking 3 times.
Really - to really be effective with your character, even a basic fighter, you need to use that third action to help yourself or others. It's what makes PF2e combat tactics work and be interesting. You should be able to at least get them to see the benefit of Intimidating with the 3rd action.
 

Recommend running an Adventure Path before creating your own (they're all pretty cool and well designed, IMO) and make the beginning of the campaign (first book) just having fun and learning about the system. PF2e is quite complicated and will take time "get right". In the mean time, error on the side of the players whenever unfamiliar situations come up, write down what it was, then after the game do some homework to get it right the next session.

My group is really experienced with RPGs and have been playing for years before switching over to PF2e and we STILL got things wrong for multiple sessions before realizing it. For instance, my character is able to attack with two weapons at once for one Action, but didn't realize I still received a -5 to hit with my off-hand weapon during that attack.

Death comes easy for the inexperienced, but doesn't sting too hard since you create new PCs at the same level as the group and there's nothing random about the process. If that's still a bother though, especially for TPKs, maybe allow fights to be "redone" like a video game. Once everyone is familiar with combat, then you can play for real.

As for combat tactics, here's the most important aspects (stolen from a post here):
  • Flanking is good. If you're going to end your turn next to an enemy, make sure its to provide flanking for an ally.
  • The Demoralize action is a way that anyone with decent Intimidation can debuff in combat. The frightened condition looks super minor, but a -1 to everything for even a single turn can be powerful.
  • As you've hit on, attacking 3 times is generally not a good idea. The multiple attack penalty means that your 3rd attack is extremely unlikely to hit. Everyone should have a few ways to spend their third action on turns where they want to spend their other 2 attacking. In some cases, that can be moving away from an enemy to force them to spend an action moving, in other cases it could be Demoralize or Recall Knowledge. Players should also plan out their turns so that they can take their actions in the best order, for instance, Demoralizing first and then attacking to capitalize on the AC penalty.
  • Your classes let you do unique things, and those things tend to be pretty good. When in doubt, use a class ability.
  • Medicine is really good. Using the Treat Wounds activity lets the party heal out of combat as long as they have 10 minute increments to spend. This is also a good time for characters with Focus Pools to refocus. While there's no explicit "short rest" in PF2e, taking 10 minutes to refocus and Treat Wounds is the system equivalent.
  • In keeping with the above point, there's no expectation of amount of encounters in a given day. The system generally shies away from difficulty by attrition. Each fight assumes the party is entering it at more or less full strength, and should be prepared for accordingly.
  • The last point is a very general one. While evaluating bonuses or penalties, keep in mind that the math in PF2e is very tight. A +1 bonus is not just a +5% chance for a success, but also a +5% chance for a critical success. Similarly, a -1 is a +5% chance for a failure and a +5% chance for a critical failure. +1 bonuses are good at pretty much every level.
Hope you have fun! We've been playing for a few years now and have no plans to ever go back to 5E.
 

  • In keeping with the above point, there's no expectation of amount of encounters in a given day. The system generally shies away from difficulty by attrition. Each fight assumes the party is entering it at more or less full strength, and should be prepared for accordingly.
That's not entirely true, particularly not for casters, but it's not very well explained in the book. The descriptions of the different encounter difficulty levels are:

Trivial-threat encounters are so easy that the characters have essentially no chance of losing. They're unlikely to spend significant resources unless they're particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so don't ignore them just because of the lack of challenge.

Low-threat encounters present a veneer of difficulty and typically use some of the party's resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously endangered.

Moderate-threat encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting.

Severe-threat encounters are the hardest encounters most groups of characters have a good chance to defeat. These encounters are appropriate for important moments in your story, such as confronting a final boss. Use severe encounters carefully—there's a good chance a character could die, and a small chance the whole group could. Bad luck, poor tactics, or a lack of resources can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open.

Extreme-threat encounters are so dangerous that they are likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses! Use an extreme encounter only if you're willing to take the chance the entire party will die. An extreme-threat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork.
Michael Sayre talked here about how the expectation was three encounters per day (which is why most class spell lists top out at 3 spells/rank per day), and Mark Seifter clarified here that he meant three "serious" encounters, meaning moderate or higher, and that it is of course highly situational. So the intent is that on a moderate+ encounter, a caster will likely use 1-2 spells of their two highest ranks, and supplementing that with lower-rank spells, cantrips, focus spells, and various other things. On a low-threat or trivial encounter, cantrips and focus spells will likely be enough, though sometimes a proper spell can be a way to save other resources (a well-placed fireball against a large number of weak foes can dramatically shorten that combat, which means everyone else will spend fewer resources). It should also be noted that at the lowest levels, this balance doesn't really exist because you don't have any lower-rank spells, and there aren't many encounters that would be considered low or trivial threat.

It would also have been nice if someone had informed adventure writers about this, he said glaring at Extinction Curse and Fists of the Ruby Phoenix where you are expected to deal with a whole level's worth of encounters in a single day on multiple occasions.
 

Some very good pieces of advice already. I also like the Beginner Box as it gradually introduces game mechanics.

I would suggest that you rely on your players to know their own character and class.
There are a lof of character options, and while it doesn't hurt to know them all, there are a lot.

Trust in the system and it's math - there are a few nooks and crannies, of course, but basically the encounter budget system works very well - while D&D5 CR system is more of a (very) wild guess.

Don't be afraid to just rule things ad hoc - Pathfinder2 has a lot of sub-systems and rules, but that does not mean you have to use every one of them. I encourage people to use skill challenges though, victory point subsystems often offer a better narrative then doing it all "on a map".

Encourage your players to find something different for their third action (which can also be the first): Recall knowledge, move into flanking position, demoralize, bon mot, there are lots of options. Trying to hit three times is boring and frustrating at once.
 

Don't be afraid to just rule things ad hoc - Pathfinder2 has a lot of sub-systems and rules, but that does not mean you have to use every one of them. I encourage people to use skill challenges though, victory point subsystems often offer a better narrative then doing it all "on a map".
This is important especially if you're running a published AP that uses a sub-system to handle a portion of it. Sometimes you have to know when to ignore them and just make a ruling on how to handle a situation to move the game forward.

Early in the AP I am currently running (Stolen Fate), several encounters call for the influence subsystem to determine what information and help the party gets from some NPCs. We used it to start with, but then the party started getting suspicious about the motives of one of the NPCs. The subsystem had given them all the info they should have gotten from that NPC that day, but they were determined to get a little more and so we threw the subsystem out and roleplayed their attempts further. On a related note they probably aren't welcome back at that shop anymore. :ROFLMAO:
 


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