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*Pathfinder & Starfinder
Pathfinder 2e: Actual Play Experience
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<blockquote data-quote="Celtavian" data-source="post: 7820175" data-attributes="member: 5834"><p>My experience so far as DM and player. We're on the second module of Age of Ashes. The strangest thing about PF2E is that it reads like crap, but is fun to play. You read the abilities and think this is weak or boring. Then you find yourself using it in combat and finding it useful and interesting to describe.</p><p></p><p>1. Action System: This is the star of the show. The action system makes the entire game feel more fluid and immersive. It makes it easier to adjudicate actions as a DM because I can decide how many actions something takes to do rather than say you can't do that with a move or free action.</p><p></p><p>2. Monsters: Monsters are more interesting and challenging. So far up to level 7 they scale better than in PF1. You can put a lot of damage pressure on a group with a group of monsters. You need a decent healer to survive. I'm surprised how dangerous the game can be. I like reaction-based attacks and actions that are effective and dangerous. Makes it seem more immersive when a monster reacts to an attack or player action in a unique fashion.</p><p></p><p>3. Skills: Skills are more interesting and can be effective. They are easier to adjudicate within the action system. I like that they tightened them up. It takes more work to figure out skills as part of your character concept. But you can at least build an incredible scholar, acrobat, thief, or sneaky guy and have a very effective character that is almost magical with skill.</p><p></p><p>One thing I am not so sure about right now are casters and magic. Magic is very watered down. So far playing a wizard has been incredibly boring. I had to switch to Bard. Even the bard mostly harmonizes a couple of composition cantrips as his most effective actions supporting the party. Spells as lackluster and too easy to save against. The damage too low unless heightened. Low level spells are fairly useless even if you heighten them. You very much don't feel very powerful or effective. </p><p></p><p>A few examples. I used a heightened 2 <em>grim tendrils</em> for 4d4 damage. The enemies saved. Did like 7 damage to three creatures. Pretty worthless feeling to blow a 2nd level spell and basically do cantrip damage and less than the martials. I summoned an elemental mephit and that creature couldn't hit the AC of the main enemy and it easily saved against his abilities. It felt incredibly ineffective. Spells seems very underpowered with stacked up limitations like the incapacitate trait and damage being fairly low for receiving a save. </p><p></p><p>The wizard. The actual wizard powers are extremely underwhelming. The powers are not worth using. For the most part the wizard is a very underwhelming class. Feels like the rogue or fighter in 3E. Maybe that is what the designers wanted to do: make was once the most powerful arcane caster into an also ran and barely needed class that not many would want to play. If that was their goal, mission success. Wizard is pretty lame now. A druid or even sorcerer would be more fun. I couldn't even find an interesting spell strategy for the wizard as they don't really have one in their abilities. </p><p></p><p>Bard is a good support class so far. Vastly superior in effectiveness and entertainment than the wizard.</p><p></p><p>So far the game is fun. We will continue playing to see how it scales. Damage is more modest, but combats equally exciting. You have a lot more tools for telling a story using the mechanics.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 7820175, member: 5834"] My experience so far as DM and player. We're on the second module of Age of Ashes. The strangest thing about PF2E is that it reads like crap, but is fun to play. You read the abilities and think this is weak or boring. Then you find yourself using it in combat and finding it useful and interesting to describe. 1. Action System: This is the star of the show. The action system makes the entire game feel more fluid and immersive. It makes it easier to adjudicate actions as a DM because I can decide how many actions something takes to do rather than say you can't do that with a move or free action. 2. Monsters: Monsters are more interesting and challenging. So far up to level 7 they scale better than in PF1. You can put a lot of damage pressure on a group with a group of monsters. You need a decent healer to survive. I'm surprised how dangerous the game can be. I like reaction-based attacks and actions that are effective and dangerous. Makes it seem more immersive when a monster reacts to an attack or player action in a unique fashion. 3. Skills: Skills are more interesting and can be effective. They are easier to adjudicate within the action system. I like that they tightened them up. It takes more work to figure out skills as part of your character concept. But you can at least build an incredible scholar, acrobat, thief, or sneaky guy and have a very effective character that is almost magical with skill. One thing I am not so sure about right now are casters and magic. Magic is very watered down. So far playing a wizard has been incredibly boring. I had to switch to Bard. Even the bard mostly harmonizes a couple of composition cantrips as his most effective actions supporting the party. Spells as lackluster and too easy to save against. The damage too low unless heightened. Low level spells are fairly useless even if you heighten them. You very much don't feel very powerful or effective. A few examples. I used a heightened 2 [i]grim tendrils[/i] for 4d4 damage. The enemies saved. Did like 7 damage to three creatures. Pretty worthless feeling to blow a 2nd level spell and basically do cantrip damage and less than the martials. I summoned an elemental mephit and that creature couldn't hit the AC of the main enemy and it easily saved against his abilities. It felt incredibly ineffective. Spells seems very underpowered with stacked up limitations like the incapacitate trait and damage being fairly low for receiving a save. The wizard. The actual wizard powers are extremely underwhelming. The powers are not worth using. For the most part the wizard is a very underwhelming class. Feels like the rogue or fighter in 3E. Maybe that is what the designers wanted to do: make was once the most powerful arcane caster into an also ran and barely needed class that not many would want to play. If that was their goal, mission success. Wizard is pretty lame now. A druid or even sorcerer would be more fun. I couldn't even find an interesting spell strategy for the wizard as they don't really have one in their abilities. Bard is a good support class so far. Vastly superior in effectiveness and entertainment than the wizard. So far the game is fun. We will continue playing to see how it scales. Damage is more modest, but combats equally exciting. You have a lot more tools for telling a story using the mechanics. [/QUOTE]
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