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My Pathfinder 2e Post-Mortem
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<blockquote data-quote="payn" data-source="post: 8869988" data-attributes="member: 90374"><p>I wrote up a huge ass post and lost it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> </p><p></p><p><strong>Healing/rest mini game:</strong></p><p>Yeap, its annoying. Designers wanted to make an encounters based game, but had to stick with legacy issues because of player base. So, it works weird as they have to hood wink players into thinking its an adventure day system.</p><p></p><p><strong>Skill Feats:</strong></p><p>Total agreement with OP. They take the issue with PF1 feats and spread it to every part of the game. You have oddly specific but interesting options up against boring but useful in every encounter options. Which will players choose?</p><p></p><p><strong>GMing, three actions, conditions, 4 tier saving system, etc...</strong></p><p>A beast to run at the table. Though, made super slick with VTT. Gotta be cool with VTT though. </p><p></p><p><strong>Solo fights:</strong></p><p>On one hand, solos can now live against a party long enough to be those set piece battles you always wanted. On the other, they make PCs feel like wimps as they settle for their weakest abilities, skills, and spells to be effective. You have to essentially papercut the solo to death and hope you can survive its attacks which often crit. I'm told this is tactical and if so, I'm probably just not a tactical guy (I didnt like 4E either). </p><p></p><p><strong>Downtime:</strong></p><p>Boring as hell in every TTRPG ever. Not just a PF2 porblem.</p><p></p><p><strong>Exploration Mode:</strong></p><p>I was excited for this. Found almost nothing on it. Nobody uses it (they often laugh at you if you inquire about it). Adventure modules dont seem to include it. A total afterthought?</p><p></p><p><strong>PF2 Paizo Adventures:</strong></p><p>I have a few theories on why they are encounter packed. First, they want to highlight the new system. Second, they are used to PF1 era where you have to toss tons of encounters at the party to challenge them and meet XP budgets. Sort of both fighting the last war, and learning the new system. Many adventure writers are not rules designers. </p><p></p><p>Special note, I'm not as down on the writers about having to jigger with the APs. I like that aspect and dont see it as a negative. However, im more of a take something and make it better type GM than I have ever been a good homebrewer. So, this is likely adventure module in general talk then anything I find problematic with PF2 specifically. YMMV.</p><p></p><p><strong>Final Thoughts:</strong></p><p>There are things I really want to like about PF2. The action economy is boss, and I do like the tight math, when I like it that is. I feel like its a little too tightly wound and the players dont have the ability to punch above their weight to my liking. PF2 might function better (for me) with the proficiency without level variant. Though, I'm more of a bounded accuracy guy than a level scaling one. I dont care for the narrative of a PF2 world, or the "must be this tall to ride" level limits. I also prefer the character customization of PF1, and feel like PF2 sacrificed a lot of that in order to maintain the tight system. Hybrid MC is a total disappointment (was also in 4E) for me, I might be able to stomach it with the free archetype variant. Though, you can probably see where I am going with all my desire for variants. PF2 out of the box isnt really the game for me. I do appreciate it though for folks who really dig it.</p></blockquote><p></p>
[QUOTE="payn, post: 8869988, member: 90374"] I wrote up a huge ass post and lost it. :( [B]Healing/rest mini game:[/B] Yeap, its annoying. Designers wanted to make an encounters based game, but had to stick with legacy issues because of player base. So, it works weird as they have to hood wink players into thinking its an adventure day system. [B]Skill Feats:[/B] Total agreement with OP. They take the issue with PF1 feats and spread it to every part of the game. You have oddly specific but interesting options up against boring but useful in every encounter options. Which will players choose? [B]GMing, three actions, conditions, 4 tier saving system, etc...[/B] A beast to run at the table. Though, made super slick with VTT. Gotta be cool with VTT though. [B]Solo fights:[/B] On one hand, solos can now live against a party long enough to be those set piece battles you always wanted. On the other, they make PCs feel like wimps as they settle for their weakest abilities, skills, and spells to be effective. You have to essentially papercut the solo to death and hope you can survive its attacks which often crit. I'm told this is tactical and if so, I'm probably just not a tactical guy (I didnt like 4E either). [B]Downtime:[/B] Boring as hell in every TTRPG ever. Not just a PF2 porblem. [B]Exploration Mode:[/B] I was excited for this. Found almost nothing on it. Nobody uses it (they often laugh at you if you inquire about it). Adventure modules dont seem to include it. A total afterthought? [B]PF2 Paizo Adventures:[/B] I have a few theories on why they are encounter packed. First, they want to highlight the new system. Second, they are used to PF1 era where you have to toss tons of encounters at the party to challenge them and meet XP budgets. Sort of both fighting the last war, and learning the new system. Many adventure writers are not rules designers. Special note, I'm not as down on the writers about having to jigger with the APs. I like that aspect and dont see it as a negative. However, im more of a take something and make it better type GM than I have ever been a good homebrewer. So, this is likely adventure module in general talk then anything I find problematic with PF2 specifically. YMMV. [B]Final Thoughts:[/B] There are things I really want to like about PF2. The action economy is boss, and I do like the tight math, when I like it that is. I feel like its a little too tightly wound and the players dont have the ability to punch above their weight to my liking. PF2 might function better (for me) with the proficiency without level variant. Though, I'm more of a bounded accuracy guy than a level scaling one. I dont care for the narrative of a PF2 world, or the "must be this tall to ride" level limits. I also prefer the character customization of PF1, and feel like PF2 sacrificed a lot of that in order to maintain the tight system. Hybrid MC is a total disappointment (was also in 4E) for me, I might be able to stomach it with the free archetype variant. Though, you can probably see where I am going with all my desire for variants. PF2 out of the box isnt really the game for me. I do appreciate it though for folks who really dig it. [/QUOTE]
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