And to me that's a plus point. I find that building encounters fits what the guidelines say.Writing your own adventures (in the sense that you're designing your own combat encounters from scratch) certainly requires a certain sense of how the system works and what characters are capable of withstanding.
Getting it wrong and risking a TPK or three is just part of the learning curve. PF2 certainly isn't as... infinitely patient... as 5E is. For instance, when Paizo calls an encounter "severe" or "extreme", that's many levels above what WotC calls "deadly".
Talking about reasonably seasoned players minding their minmax playing each game with feats, multiclassing and treasure turned "on" now.
I find this mind-boggling, but it explains a lot. At least in this case they have a good excuse, but my experiences with "normal" APs haven't been much better albeit in the opposite direction.While Paizo encourages its AP writers to playtest, this isn't a requirement and many are not run.
As you say yourself, the context of this comment was the very first adventure. There's nothing unexpected about the fact that the first adventure(s) for a ruleset by necessity must be written before the ruleset is finalized.I find this mind-boggling, but it explains a lot.
At this point I think you'll largely get testimonials from those who found it appealing enough to stick with it. You can resurrect the thread, but the conversation will be much different that it was months ago.I thought I'd resurrect this one with the actual play testimonials.
True, but after seeing the system in use for close to a year (my own campaign only a few months), I can have a much deeper discussion about gameplay, issues I've noticed, etc.At this point I think you'll largely get testimonials from those who found it appealing enough to stick with it. You can resurrect the thread, but the conversation will be much different that it was months ago.
There are typically time constraints. All the AP authors are generally working on their part at the same time, so you don’t know what equipment or treasure the PCs will have.I find this mind-boggling, but it explains a lot. At least in this case they have a good excuse, but my experiences with "normal" APs haven't been much better albeit in the opposite direction.
Quick follow-up question - any of you and your players have 4e experience?hey all. long time lurker. just a quick report of my experiences with PF2e. I've now GM'd 3, 4-hour sessions of The Fall of Plaguestone through Roll20 with 5 players. This is the first time I've ever played or GM'd any Pathfinder. I have hundreds of sessions of 5e and other editions of D&D under my belt. we play bi-weekly.
of the 5 players, 2 are enthusiastic (notably, character creation options and tactical choices during combat). 2 are meh - neither wowed nor adverse to the game, and 1 is dropping out due to rules confusion (this player and myself are also in an online 5e game, and its his first time playing both PF2 and 5e, and he's spending way to much time just trying to recall and remember rules and differences between the both).
How do you feel PF2 compares\contrasts to 4e as far as feel? 4e has had a lot of influence on PF2 and I was curious how much you could tell.yes. the 2 enthusiastic players and 1 meh player plus myself were all involved in a 20+ session "mega dungeon" 4e "campaign". it was a bunch of fun and we all very much enjoyed it for what it was - not "D&D" per say, but a tactical squad based combat game . Back then 4e was a curiosity and our group wasn't really into D&D games - we were much more into short-term non-traditional games and we'd keep cycling through different systems (eg, fate, WHFPRG3e, Unisystem, Deathwatch, mythender, FFG star wars etc etc etc).