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Never give up on PF2
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<blockquote data-quote="Kichwas" data-source="post: 9392088" data-attributes="member: 891"><p>I suppose it's all a matter of where you're coming from. I took off from tRPGs right as PF1E came out. So I'm missing this whole era of 'rule light' games being dominant. Tri-stat was out when I was around, and in fact I used to GM the Super Hero and was prepping a for the Cyberpunk version of it right before the company went under. But my mainstays were things like GURPS, Hero, Runequest, Rolemaster, Other Suns, etc.</p><p></p><p>For me, PF2E is a rule-light system. It just barely has 'enough crunch' to keep me there. Any less and I'd be falling asleep at the table even as the GM.</p><p></p><p></p><p>This is a HUGE draw for me. I spent my 20 years away in MMOs where you bring a team. There's the whole "Leroy Jenkins" meme about players who think they're the main character and anyone with that perspective gets tossed out of the raid with no mercy.</p><p></p><p>You build for teams. Every PC is a member of a team. I'm also a veteran, and the idea that any set of highly armed individuals going into an extremely dangerous scenario would not work together in a tight knit fashion is abhorrent to me on an instinctive level. I don't care how much A and B might hate each other - out there on the mission their survival and mission success depends on strict coordination along mission objectives. Anyone with any less ability to work together dies on first contact with the enemy. So I have no concept of PCs not being to that standard.</p><p></p><p>"Its what my character would do" - is not viable for people going on team missions. I know it, any soldier knows it, and while most players are civilians who DO NOT know it; their PCs are not commoners, and don't live in a nice safe world. So their PCs know it. Even the commoners that would live in such a society would know it.</p><p></p><p>(Obviously in some genres like a modern spy game half the angle is that the commoners don't know it.)</p><p></p><p>As you note - Pathfinder 2E rewards it. Build for and play as a team and the system lines up to hand you success. Fail to do so and the system gets brutal. And this for me a major feature. It was one of the things I disliked most about the old Cyberpunk genre tRPGs I used to GM and play in - they rewarded backstabbing. In an actual Cyberpunk like society the people that do NOT backstab are the ones that survive above the drek. Frankl as someone who 'got out' of the ghetto in my youth, that's a lesson I know to be true on a real-life level. Even as action movies have villains who kill of their own henchmen, or teams that betray each other - that's just not how it works.</p><p></p><p></p><p>Agreed. A feat in PF2E is just part of a build kit to reach a final character design. I love how they work. I do think something more is needed in the skill feats. Some of them have chains you can go down and some don't and I'm often looking at a character in the mid levels and picking a starter skill feat rather than a bump to a prior picked one. Some of the 'DLC Ancestries' also don't have enough ancestry feats. I dislike the Ancestry Paragon Variant Rule precisely because it over-rewards picking Human because human has so many choices. But overall the design is great.</p></blockquote><p></p>
[QUOTE="Kichwas, post: 9392088, member: 891"] I suppose it's all a matter of where you're coming from. I took off from tRPGs right as PF1E came out. So I'm missing this whole era of 'rule light' games being dominant. Tri-stat was out when I was around, and in fact I used to GM the Super Hero and was prepping a for the Cyberpunk version of it right before the company went under. But my mainstays were things like GURPS, Hero, Runequest, Rolemaster, Other Suns, etc. For me, PF2E is a rule-light system. It just barely has 'enough crunch' to keep me there. Any less and I'd be falling asleep at the table even as the GM. This is a HUGE draw for me. I spent my 20 years away in MMOs where you bring a team. There's the whole "Leroy Jenkins" meme about players who think they're the main character and anyone with that perspective gets tossed out of the raid with no mercy. You build for teams. Every PC is a member of a team. I'm also a veteran, and the idea that any set of highly armed individuals going into an extremely dangerous scenario would not work together in a tight knit fashion is abhorrent to me on an instinctive level. I don't care how much A and B might hate each other - out there on the mission their survival and mission success depends on strict coordination along mission objectives. Anyone with any less ability to work together dies on first contact with the enemy. So I have no concept of PCs not being to that standard. "Its what my character would do" - is not viable for people going on team missions. I know it, any soldier knows it, and while most players are civilians who DO NOT know it; their PCs are not commoners, and don't live in a nice safe world. So their PCs know it. Even the commoners that would live in such a society would know it. (Obviously in some genres like a modern spy game half the angle is that the commoners don't know it.) As you note - Pathfinder 2E rewards it. Build for and play as a team and the system lines up to hand you success. Fail to do so and the system gets brutal. And this for me a major feature. It was one of the things I disliked most about the old Cyberpunk genre tRPGs I used to GM and play in - they rewarded backstabbing. In an actual Cyberpunk like society the people that do NOT backstab are the ones that survive above the drek. Frankl as someone who 'got out' of the ghetto in my youth, that's a lesson I know to be true on a real-life level. Even as action movies have villains who kill of their own henchmen, or teams that betray each other - that's just not how it works. Agreed. A feat in PF2E is just part of a build kit to reach a final character design. I love how they work. I do think something more is needed in the skill feats. Some of them have chains you can go down and some don't and I'm often looking at a character in the mid levels and picking a starter skill feat rather than a bump to a prior picked one. Some of the 'DLC Ancestries' also don't have enough ancestry feats. I dislike the Ancestry Paragon Variant Rule precisely because it over-rewards picking Human because human has so many choices. But overall the design is great. [/QUOTE]
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