So, if you are either a player or DM of PF2E, what are your actual experiences of playing in and/or running the game?
Previously, I ran a one-shot. This time, we started the soft-reboot of my sandbox hexcrawl campaign. I was the GM in both games. I haven’t had a chance to play, though I expect I won’t get that chance until Origins rolls around, and I can do some PFS.
What works for you in practice and why?
We ran for about an hour and a half. Character creation took a little longer than expected at a couple of hours. We don’t normally get to play for long, and one of the players was unexpectedly missing. That’s fine, because I’m running a sandbox, but it would have been cooler (re)starting with everyone.
Doing homebrew in PF2 is incredibly easy. I thought that worked went very well. I’m running in a homebrew setting that doesn’t use any of the core races. I’ve done them as homebrew races in 5e, and I think it was actually easier to do them as
homebrew ancestries in PF2. There’s just so many other ancestry feats to use as benchmarks (or to reflavor/steal). The biggest challenge was the volume of material (6 ancestries with 4–5 heritages plus ~8 ancestry feats per ancestry plus six feats per homeland plus another seven ‘floating’ feats that were available to certain heritages or anyone). Admittedly, I didn’t
need that much material, but I wanted parity with the CRB. My players like building characters even if they aren’t Builders.
@Campbell has mentioned a few times the way PF2 incorporates old school exploration mechanics. I thought I would have to do a lot of work adapting the
hexcrawl procedure I’m using, but I actually ended up dropping most of it. The default exploration activities handled most of what I needed with less complexity (but similar effects) than what I had been using. That is very cool.
The only changes I had to make was to tweak Search and Avoid Notice to modify my random encounter check, which I make daily. I roll 1d12 versus a DC based on the region’s random encounter table (along with 1d6 to determine the watch when the encounter happens). Search adds a bonus to the check, and Avoid Notice increases the DC for an encounter. This is something I devised just for PF2, and it works more smoothly than rolling every watch, but the result has a similar probability distribution to rolling 6d8 every day (encounters occurring on a 1). I also leaned on the default rules to Subsist instead of needing additional modes for foraging. The exploration engine in PF2 is surprisingly robust, and it’s probably my favorite feature. The various fiddly modifiers are easy to handle with simple DCs (e.g., navigating in a trackless environment is a hard DC, which may be trained or expert or etc depending on the hex type).
The actual session itself did not involve any combat. As part of the background for this campaign, the Sageocracy sends expeditions once a generation to explore the Shattered Remains, a continent to its west that was involved in the War of the Giants over a thousand years ago. For the soft-reboot, we jumped forward to the next generation. What happened to the previous party is one of the hooks (though a minor one). We started out introducing everyone (a yuma alchemist, a vuple monk, and an og ri sorcerer), and they we landed at the beach in the opening hex. Their only directive was word they needed to find a suitable place for camp.
From here, I talked to the group about what they wanted to do, and we discussed how that related to exploration activities. I think having a robust list of exploration activities was helpful for my players. They mapped pretty well into the fiction of what they were doing, and they suggested things the PCs could be doing while they explored. They decided to head up to the edge of the beach and climb the cliffs. That’s when they had their
Jurassic Park moment: this region is full of dinosaurs. The monk asked if he knew anything about them, so I rolled the first secret check of the night and told him something totally different since the result was awful.
Historically, I’ve never used secret checks. In PF1, I tended not to reveal DCs (using the time while rolling to figure it out). In 5e, I usually always revealed DCs. I tried the latter in our one-shot, but I didn’t think it went very well. I wasn’t sure how it would go, but it was smooth enough asking for their modifier and then rolling. The way it kept the fiction flowing at the table, I’m happy with the way secret checks work. My players seem to be okay with them too; one mentioned liking them though wish he also got to roll. Unfortunately, I’m not sure of a way to give the latter while still keeping the result unreliable in a system like PF2.
After scouting a bit, they returned to camp for the night and then headed out in the morning. When they turned around, I rolled a secret Sense Direction to see if they managed not to get lost when they doubled back. The area is mostly savannah with the occasional copse of trees (and dinosaurs), so there’s a dearth of nearby landmarks. Their navigator (the one who does Sense Direction when they change direction or pass through a hex boundary) made the roll, and we carried on without interrupting the action.
One of the interesting differences in PF2 is that the only restriction on rest is you can’t (normally) go more than sixteen hours without doing it lest you get fatigued. This creates an interesting dynamic where you could push on another watch to explore more, but then you can’t Subsist because that only works when you’ve explored eight hours or less. Other than two watches for rest, I also set aside one watch for Daily Preparations and other morning activities to get ready for the day. This usually sends the party out adventuring late in the morning.
After that, they headed south following the coastline. Since the previous party’s camp was designated as “on coast”, that meant they automatically found it while exploring. Normally, you have to pass an encounter check and then also roll to confirm a location encounter (usually a 50% chance). The procedure tries to balance being abstract while also still running from the PCs’ perspectives, so sometimes you have to tweak things a bit. (Technically, the location is also biased, which means you need to travel the length of the hex to leave, but that won’t come into play until later.)
From here, we shifted down to 10-minute turns from watch-length turns (a watch being 4 hours). They had found the partially complete palisade the previous party had constructed. The way I ran this exploration activity was to go around the table asking each character what they were doing for this turn. The activities here were again informative, as one of them decided to Scout for trouble while another continued to Avoid Notice and the third decided to continue Searching. They made their way around the northern side of the settlement, and then the third decided to Investigate instead. They had noticed a building inside the unfinished palisade, and he wondered if it was structurally sound.
At this point, I decided they needed some potential conflict. My random encounter table has giant geckos, so while he was checking out the building, a giant gecko popped its head up. I rolled indifferent for its reaction check (a rule I borrowed from old school D&D), so it was mostly interested but keepings its distance. I made another secret Recall Knowledge, and described how the building appear to be in good shape and not damaged beyond natural wear from the elements (as far as he could tell). He noticed the gecko and found it interesting, so he went to look for more. Just in case a fight broke out, I made this one a weak giant gecko, but I rolled positive on the reaction check, so it took a liking to him.
While this was happening, I continued to go around the table and find out what everyone was doing. They started Searching the camp to see if they could find anything interesting. I rolled a pretty hot Perception check for one, so I described how he found the remains of an old tent, battered by the weather and looking kind of gross. (Out of game, this was the command tent of their previous party, though I don’t think they’ve realized it.) He found an unlocked chest containing some papers, which included one of the hooks from last campaign (something about an undead menace to the east) as well as the previous party’s notes on the Dragon Shrine to the east as well.
With that, we wrapped for the session. I have a technique I use for XP that takes from the end of session questions from Dungeon World. We pick goals at the start of the session and then see how many were completed at the end, using group consensus to decide whether they were. For PF2, I used our group goal cards as prompts and solicited accomplishments from the players. They offered up seven. We then went down the list and discussed how big they were. One accomplishment was too much like the others, so they decided on one moderate and five minor accomplishments. 80 XP for about an hour and a half of play is not too bad.
If something isn't working for you in practice why is that?
My notes.

I’m transitioning to running with a computer to running only on hard copy. That went well, but my notes are a mess. I still find running all the different actions and activities a little challenging, but that’s because I haven’t internalized them yet. I also wish the official GM screen indicated which ones were secret checks.
Also, are you coming to PF2E from PF1E or 5e?
Yes. This group was a PF1 group for a long time. We’ve probably played about seven or so years, starting in 2010 with Kingmaker. I ran various APs for them, and then we started exploring other systems (D&D 5e, Fate Core, Open Legend). Prior to switching, I was running this campaign in 5e. I think it flows, especially the exploration, much better in PF2. When I ran PF1, I used the Unchained action economy, so the new action economy is familiar to us.
If so, what have you noticed are the major differences in actual play between the games?
D&D 5e lists exploration as one of the three pillars, but the exploration mechanics are really weak. There are also too many ways to completely trivialize them. I think the intent was to support travel montages rather than actual, exploration-based gameplay. That’s why I used Justin Alexander’s hexcrawl procedure, though I think the way PF2 handles exploration works even better.
We haven’t had a combat yet in this campaign, though we did have some in the one-shot. I think combat works better for my group in PF2 than it did in 5e. I think my group will like the tactical aspect more. Interestingly, they did
not like 4e much at all. I think PF2 strikes a better balance with how it portrays its mechanics in the fiction, and the three-action economy works better than the standard/move/minor economy in 4e. I expect losing AoOs to really help open up fights, which were already pretty mobile in the Unchained action economy (which still had them).
How easy is PF2E to run compared to those other games?
There’s a learning curve, but I find it easy to run overall. PF2 and 5e feel pretty similar to me, since their action mechanical complexity is similar. There are fewer exceptions in PF2 compared to PF1 and maybe even to 5e. There’s a lot that builds on the core, and that’s where the learning curve is, but actually running things at the table goes very smoothly given how robust the basic actions and exploration activities are.
This is an important question: are you completely new to D&D style games?
Nope. I’ve played D&D since 2001. We have one new guy who has only played 5e. He’ll be joining us next session (in two weeks), so it will be interesting to see how he takes to it. He seemed to like the playtest. Admittedly, and in his words, the way I run is very different than the way his other DM runs. That game is more of the ‘standard’ story-driven game, but mine tend to put a much stronger emphasis on exploration and playing to find out what happens (because none of my recent campaigns have started with a specific goal or objective in mind beyond the initial hook).
That turned into quite the wall of text, but hopefully that helps convey our experience with PF2. Everyone seems to be really excited to play. One of my players showed up with a bit of a backstory, which I can’t remember the last time someone bothered to do that.