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My Pathfinder 2e Post-Mortem
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<blockquote data-quote="glass" data-source="post: 8871607" data-attributes="member: 12251"><p>I consider this to be a good thing. Public Organised Play stress tests any system, so if it can run smoothly for that, it should be even smoother in a typical home game.</p><p></p><p></p><p>For simple monsters, it is pretty much going to be a choice of moving and attacking in various combinations (maybe raising a shield at the end if they have one). More complex monsters are more likely to have 2- or 3-action activities, so while the decisions are more complicated there are fewer of them.</p><p></p><p></p><p>I would say that <em>I</em> find PF1 and PF2 about equally easy to run, but since I have been playing and running the 3e family for around 22 years and PF2 for around 22 sessions the latter is probably easier in a vacuum.</p><p></p><p>[HR][/HR]</p><p>Anyway, although I like PF2, I think I agree with the OP's criticisms, even though I do not feel as strongly about them as they do (apart from their criticism of the AP format in principle - I cannot speak to the specific APs mentioned, as I have played neither nor indeed any PF2 APs). The post-combat hp recover is not too onerous, but it is definitely fiddlier than it needs to be. A lot of the feats are rather situational or just...small. And secret checks are a bit of a PITA, especially the "come up with plausible false info on the spot for a crit fail on knowledge checks" bit.</p><p></p><p>The downtime and exploration sections are rather anaemic. And even though the book tells you that the players describe what they are doing in plain language and the GM convert it into explanation activities, there are far too many ways for the PCs to screw themselves over if they do not understand the underlying mechanics for that to be feasible.</p><p></p><p>But my biggest issue right now the prevalence of "the GM will set the DC", with the guidance on how to do that being extremely well hidden, leading to me shouting "I am the naughty word GM" a lot. I guess that one will get easier with experience though.</p><p></p><p>To reiterate, I still like PF2 overall, and am in fact gearing up to run it in the new year (which reminds me: I have an adventure to write). But that just makes the missed opportunities all the more annoying!</p></blockquote><p></p>
[QUOTE="glass, post: 8871607, member: 12251"] I consider this to be a good thing. Public Organised Play stress tests any system, so if it can run smoothly for that, it should be even smoother in a typical home game. For simple monsters, it is pretty much going to be a choice of moving and attacking in various combinations (maybe raising a shield at the end if they have one). More complex monsters are more likely to have 2- or 3-action activities, so while the decisions are more complicated there are fewer of them. I would say that [I]I[/I] find PF1 and PF2 about equally easy to run, but since I have been playing and running the 3e family for around 22 years and PF2 for around 22 sessions the latter is probably easier in a vacuum. [HR][/HR] Anyway, although I like PF2, I think I agree with the OP's criticisms, even though I do not feel as strongly about them as they do (apart from their criticism of the AP format in principle - I cannot speak to the specific APs mentioned, as I have played neither nor indeed any PF2 APs). The post-combat hp recover is not too onerous, but it is definitely fiddlier than it needs to be. A lot of the feats are rather situational or just...small. And secret checks are a bit of a PITA, especially the "come up with plausible false info on the spot for a crit fail on knowledge checks" bit. The downtime and exploration sections are rather anaemic. And even though the book tells you that the players describe what they are doing in plain language and the GM convert it into explanation activities, there are far too many ways for the PCs to screw themselves over if they do not understand the underlying mechanics for that to be feasible. But my biggest issue right now the prevalence of "the GM will set the DC", with the guidance on how to do that being extremely well hidden, leading to me shouting "I am the naughty word GM" a lot. I guess that one will get easier with experience though. To reiterate, I still like PF2 overall, and am in fact gearing up to run it in the new year (which reminds me: I have an adventure to write). But that just makes the missed opportunities all the more annoying! [/QUOTE]
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