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Looking for advice as a GM new to PF2e
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<blockquote data-quote="Jahydin" data-source="post: 9726879" data-attributes="member: 6984869"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>As for combat tactics, here's the most important aspects (stolen from a post <a href="https://www.reddit.com/r/Pathfinder2e/comments/g7yo21/basic_pf2e_combat_tactics/" target="_blank">here</a>):</p><ul> <li data-xf-list-type="ul">Flanking is good. If you're going to end your turn next to an enemy, make sure its to provide flanking for an ally.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Your classes let you do unique things, and those things tend to be pretty good. When in doubt, use a class ability.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> </ul><p>Hope you have fun! We've been playing for a few years now and have no plans to ever go back to 5E.</p></blockquote><p></p>
[QUOTE="Jahydin, post: 9726879, member: 6984869"] 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 [URL='https://www.reddit.com/r/Pathfinder2e/comments/g7yo21/basic_pf2e_combat_tactics/']here[/URL]): [LIST] [*]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. [/LIST] Hope you have fun! We've been playing for a few years now and have no plans to ever go back to 5E. [/QUOTE]
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