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D&D Older Editions, OSR, & D&D Variants
Looking for D&D-like alternatives to D&D 5e
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<blockquote data-quote="Justice and Rule" data-source="post: 9374209" data-attributes="member: 6778210"><p>I am a big booster of it, but as you describe it, it really sounds like Pathfinder 2E might be the thing you want?</p><p></p><p>Looking at your group:</p><p></p><p><strong>The DM: </strong>PF2 definitely has crunchier, tactical combat on a grid with rather fantastic VTT support on Foundry VTT. You'd have to learn how to use Foundry, but I generally think that's not too hard and is worth if it you do any sort of online roleplaying, as it'll play just about anything well. PF2 is very reminiscent of 4E, but feels like it sits well between it and 5E, which is probably a benefit. Balance is fantastic between classes because power is largely set by the numbers, and your customization largely deals with how you interact with those numbers. PF2 also assumes that you come fresh into each encounter, so it works on a shorter workday because nova-ing is somewhat assumed in the encounter-building math.</p><p></p><p><strong>The Professor: </strong>This will probably be a really good system for them. The rules are relatively straightforward, and PF2 is good at laying out the options a player has and what they entail: there are a lot of uses for skills and such in combat and outside that are described in such a way that you can use them with some surety of what you'll be doing (also has the benefit of giving the DM a decent idea and outline of what is expected of things if they want to do something off-the-page).</p><p></p><p><strong>The Dreamer:</strong> The PF2 system would be the hardest fit for them out of your group as far as I can tell, but I don't think it'd be <em>bad</em>: especially now with the remaster, feats are generally additive rather than a tax, and you have enough tools that unless you really avoid putting any points into what your class is traditionally supposed to do, you won't be "suboptimal" due to how the math is made. PF2 hands out a good amount of ASIs (4 every 5 levels), so you can have a few tertiary stats outside of what is expected of your class. PF2's advancement is fairly straightforward, largely siloed into feat pools, but if you are looking at all the things at once it can seem daunting. Again, the hardest fit but I don't think it'll be terrible for them.</p><p></p><p><strong>Mr. and Mrs. Professional:</strong> This would probably be a good system for them: a lot of customizability and a bunch of classes with unique mechanics. Your characters will be powerful, but the system is built to avoid creating very overpowered characters. They'd probably grasp the system pretty quickly. I feel like they would really like the Free Archetype variant.</p><p></p><p><strong>You:</strong> I don't think you really have to "preplan" a PF2 character and it gives you ample chances to retrain and change your ideas on the fly. Given how the math works out, "optimized vs. not optimized" characters shouldn't be too much of a problem unless you are having people deliberately create suboptimal characters. Character creation and advancement is very robust and gives you a whole lot of room to run around. The problem you might have is there can be a whole bunch of conditions, but they are standardized and you generally won't be using all of them at any given time. I think the only one that can be irritating is poison, but I find that's easier to manage with a VTT.</p><p></p><p>I think combat, once you get it down, generally works faster than 5E: there's more for martials to do, but spells are generally less complex/in need of adjudication because they are reined compared to 5E. Classes play well together, teamwork is definitely a thing, and the CR math is tight, so the GM will know if they have created a cakewalk or a boss fight before they get there.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 9374209, member: 6778210"] I am a big booster of it, but as you describe it, it really sounds like Pathfinder 2E might be the thing you want? Looking at your group: [B]The DM: [/B]PF2 definitely has crunchier, tactical combat on a grid with rather fantastic VTT support on Foundry VTT. You'd have to learn how to use Foundry, but I generally think that's not too hard and is worth if it you do any sort of online roleplaying, as it'll play just about anything well. PF2 is very reminiscent of 4E, but feels like it sits well between it and 5E, which is probably a benefit. Balance is fantastic between classes because power is largely set by the numbers, and your customization largely deals with how you interact with those numbers. PF2 also assumes that you come fresh into each encounter, so it works on a shorter workday because nova-ing is somewhat assumed in the encounter-building math. [B]The Professor: [/B]This will probably be a really good system for them. The rules are relatively straightforward, and PF2 is good at laying out the options a player has and what they entail: there are a lot of uses for skills and such in combat and outside that are described in such a way that you can use them with some surety of what you'll be doing (also has the benefit of giving the DM a decent idea and outline of what is expected of things if they want to do something off-the-page). [B]The Dreamer:[/B] The PF2 system would be the hardest fit for them out of your group as far as I can tell, but I don't think it'd be [I]bad[/I]: especially now with the remaster, feats are generally additive rather than a tax, and you have enough tools that unless you really avoid putting any points into what your class is traditionally supposed to do, you won't be "suboptimal" due to how the math is made. PF2 hands out a good amount of ASIs (4 every 5 levels), so you can have a few tertiary stats outside of what is expected of your class. PF2's advancement is fairly straightforward, largely siloed into feat pools, but if you are looking at all the things at once it can seem daunting. Again, the hardest fit but I don't think it'll be terrible for them. [B]Mr. and Mrs. Professional:[/B] This would probably be a good system for them: a lot of customizability and a bunch of classes with unique mechanics. Your characters will be powerful, but the system is built to avoid creating very overpowered characters. They'd probably grasp the system pretty quickly. I feel like they would really like the Free Archetype variant. [B]You:[/B] I don't think you really have to "preplan" a PF2 character and it gives you ample chances to retrain and change your ideas on the fly. Given how the math works out, "optimized vs. not optimized" characters shouldn't be too much of a problem unless you are having people deliberately create suboptimal characters. Character creation and advancement is very robust and gives you a whole lot of room to run around. The problem you might have is there can be a whole bunch of conditions, but they are standardized and you generally won't be using all of them at any given time. I think the only one that can be irritating is poison, but I find that's easier to manage with a VTT. I think combat, once you get it down, generally works faster than 5E: there's more for martials to do, but spells are generally less complex/in need of adjudication because they are reined compared to 5E. Classes play well together, teamwork is definitely a thing, and the CR math is tight, so the GM will know if they have created a cakewalk or a boss fight before they get there. [/QUOTE]
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