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Never give up on PF2
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<blockquote data-quote="Velderan" data-source="post: 9385799" data-attributes="member: 7038056"><p>I have yet to be a player in a PF2e game so my perspective has been purely from the GM seat for whatever that’s worth. Prior to switching to PF2e, my group played 5e so that was the baseline we were coming from.</p><p></p><p>Things I enjoy</p><ul> <li data-xf-list-type="ul">3 action economy generally is incredibly flexible in what it allows a PC or NPC to do on their turn while being pretty simple to understand. It's not perfect, but I've found less confusion with my group on what they can do in a turn compared to the action/bonus action economy found in 5e.</li> <li data-xf-list-type="ul">4 degrees of success are usually handled pretty well. Spells in particular are often setup where even on a successful save, something still happens so it's less common where a caster uses a spell slot and nothing at all happens.</li> <li data-xf-list-type="ul">The monsters generally have mechanics to support the flavor of what they're supposed to be. Looking over a stat block, it typically isn't hard to understand the strategy a creature might prefer in combat. Using an example from our last session on Monday, the <a href="https://2e.aonprd.com/Monsters.aspx?ID=676" target="_blank">froghemoth</a> has a couple ways to grab a target and either constrict them or pull them in to bite them all within the game's action economy without having to resort to things like legendary actions to make it enough of a challenge. That particular encounter was rated extreme and the players definitely had to work together to survive. On that note..</li> <li data-xf-list-type="ul">The encounter building tools actually work. If you follow the exp budget for the challenge rating you're looking to create, the encounter will generally be as challenging as you wanted it to be. It's still somewhat prone to the swinginess of other TTRPGs (back to back crits can quickly swing the momentum one way, not much you can do there), but for the most part if an encounter is rated as severe the party will have to use some tactics to get through it. If it's rated as low, they aren't likely to be in any danger. The fact the encounter building tools actually work has made it incredibly easy to take an adventure path designed for 4 players (which the rules presents that as the standard party size) and upscale the encounters for the 6 players I actually have without much work.</li> </ul><p></p><p>Things I don't enjoy</p><ul> <li data-xf-list-type="ul">I found some of the rules to be poorly worded and/or organized. As [USER=467]@Reynard[/USER] mentioned in another thread, some of the rules rely on you understanding a trait tag that is in a completely different part of the book or even a different book so flipping back and forth between those sections to make sure you're completely understanding the concept can be annoying while you're learning the system. Archives of Nethys eases this a bit by making it easier to quickly move between rules since most things are hyperlinked, but it doesn't completely alleviate the issue. It does get easier as you become more comfortable with the system, but the learning curve can definitely feel steep.</li> <li data-xf-list-type="ul">I really don't like how <a href="https://2e.aonprd.com/Rules.aspx?ID=371" target="_blank">counteracting</a> works. Basically my complaint about it is if the player doesn't heighten the casting of a spell to a high enough spell rank to remove a condition, they might not be able to remove the condition even if they roll high enough to beat the DC. It just feels like a mechanic that didn't require tinkering from how it was handled in previous editions of PF and D&D. To me the DC is sufficient enough bar to overcome, you don't need to add the level of the poison/disease/what have you to the equation.</li> </ul><p></p><p>That's what comes to mind immediately. Overall we're 14 months into the switch from 5e to PF2e and happy with the change even if it isn't perfect.</p></blockquote><p></p>
[QUOTE="Velderan, post: 9385799, member: 7038056"] I have yet to be a player in a PF2e game so my perspective has been purely from the GM seat for whatever that’s worth. Prior to switching to PF2e, my group played 5e so that was the baseline we were coming from. Things I enjoy [LIST] [*]3 action economy generally is incredibly flexible in what it allows a PC or NPC to do on their turn while being pretty simple to understand. It's not perfect, but I've found less confusion with my group on what they can do in a turn compared to the action/bonus action economy found in 5e. [*]4 degrees of success are usually handled pretty well. Spells in particular are often setup where even on a successful save, something still happens so it's less common where a caster uses a spell slot and nothing at all happens. [*]The monsters generally have mechanics to support the flavor of what they're supposed to be. Looking over a stat block, it typically isn't hard to understand the strategy a creature might prefer in combat. Using an example from our last session on Monday, the [URL='https://2e.aonprd.com/Monsters.aspx?ID=676']froghemoth[/URL] has a couple ways to grab a target and either constrict them or pull them in to bite them all within the game's action economy without having to resort to things like legendary actions to make it enough of a challenge. That particular encounter was rated extreme and the players definitely had to work together to survive. On that note.. [*]The encounter building tools actually work. If you follow the exp budget for the challenge rating you're looking to create, the encounter will generally be as challenging as you wanted it to be. It's still somewhat prone to the swinginess of other TTRPGs (back to back crits can quickly swing the momentum one way, not much you can do there), but for the most part if an encounter is rated as severe the party will have to use some tactics to get through it. If it's rated as low, they aren't likely to be in any danger. The fact the encounter building tools actually work has made it incredibly easy to take an adventure path designed for 4 players (which the rules presents that as the standard party size) and upscale the encounters for the 6 players I actually have without much work. [/LIST] Things I don't enjoy [LIST] [*]I found some of the rules to be poorly worded and/or organized. As [USER=467]@Reynard[/USER] mentioned in another thread, some of the rules rely on you understanding a trait tag that is in a completely different part of the book or even a different book so flipping back and forth between those sections to make sure you're completely understanding the concept can be annoying while you're learning the system. Archives of Nethys eases this a bit by making it easier to quickly move between rules since most things are hyperlinked, but it doesn't completely alleviate the issue. It does get easier as you become more comfortable with the system, but the learning curve can definitely feel steep. [*]I really don't like how [URL='https://2e.aonprd.com/Rules.aspx?ID=371']counteracting[/URL] works. Basically my complaint about it is if the player doesn't heighten the casting of a spell to a high enough spell rank to remove a condition, they might not be able to remove the condition even if they roll high enough to beat the DC. It just feels like a mechanic that didn't require tinkering from how it was handled in previous editions of PF and D&D. To me the DC is sufficient enough bar to overcome, you don't need to add the level of the poison/disease/what have you to the equation. [/LIST] That's what comes to mind immediately. Overall we're 14 months into the switch from 5e to PF2e and happy with the change even if it isn't perfect. [/QUOTE]
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