Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Pathfinder 2e: Actual Play Experience
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nilbog" data-source="post: 7824464" data-attributes="member: 98183"><p>So seven sessions into the PF2 campaign now. It started as what was meant to be a couple of sessions for playtesting and the players liked it that much that they've nagged me to continue. We are experienced gamers, our group has been together for over 20 years and we've been played lots of different systems, since its release 5e has been our go to system</p><p></p><p><strong>Campaign Synopsis</strong></p><p>Its a bit all over the place at the moment, as it wasn't originally meant to be a full blown campaign, but its evolved into a sandbox of sorts, the overview is that the group were in Skelt as the whispering tyrant rose again, and they were tasked with taking an artefact to a scholar on the island of Hermea, on the way their ship was attacked and sunk by a Kraken, they awoke on a mysterious lost island and have to fin and retrieve the item and somehow get home. Its basically a riff of the land that time forgot/isle of dread theme</p><p></p><p><strong>The Group (all 2nd level now)</strong></p><p>Archibald: Gnome Divine Sorcerer</p><p>Jorek: Dwarven Cleric</p><p>Joel: Human Barbarian</p><p>Bodil: Dwarven Fighter</p><p>Sam: Human Wizard</p><p>Thomas: Halfling Rogue</p><p></p><p><strong>Sessions </strong></p><p>They've been quite combat heavy so far, as originally i want to put the system through its paces, they've had encounters with zombies, Dinosaurs, Terror Birds, Mephits and killer plants, as we've decided to progress as a campaign, I'm going to lean more into the exploration/downtime activities.</p><p></p><p><strong>The Good</strong></p><p>Character creation, very intuitive and it feels less locked in than 5e, this maybe just perception, but the group agreed that they could make the characters they envisioned easier in PF2 than 5e, and that the choices were reflected at the table (not that they thought 5e was bad, just they had to do a bit more reskinning) </p><p></p><p>Three actions: amazing, allows for a lot more cinematic style actions without having to fiddle with things, we love it. </p><p></p><p>Character balance: early days but so far none of the characters has outshone any of the others on a consistent basis</p><p></p><p>Rules: also see bad below, but generally we've found they make common sense and when we have had to houserule, we've found that we are also bang on the official ruling. </p><p></p><p>Options: The players feel like that have a lot more choice both in character an in actions. 4e they had a lot of mechanical choice but it seemed to restrict improvisation, the players would only use what was on the character sheet, 5e was totally different they improvised a lot, but the end results mechanically weren't very different, PF2 so far hits the sweet spot</p><p></p><p><strong>The Bad </strong></p><p></p><p>Limited monster shelf life: I loved in 5e that lower level monsters were still meaningful, the range in PF2 isn't as broad, its a different play style for sure</p><p></p><p>Fiddly: a lot of modifiers and conditions, and can be quite easy to forget them or lose track of them. advantage/disadvantage was simple and elegant. </p><p></p><p>Rules: most of the relevant rules are covered, its just a lot of them seem to need a lot of cross referencing and page jumping to get to the desired result</p><p></p><p>Solo Monsters: I think this has been a problem in lots of editions but PF2 has taken a step back in comparison to 5e. Its very much just throw a high level monster at the group, which I found hasn't worked well (one was almost a TPK, the other a cakewalk) I really liked lair/legendary actions, so much so I think I'm going to add them into PF2 to try and make boss/solo encounters more interesting</p><p></p><p><strong>Overall </strong></p><p>A- its a great system, that fits our group very well so far, it has a few wrinkles that I hope well be ironed out over time</p></blockquote><p></p>
[QUOTE="Nilbog, post: 7824464, member: 98183"] So seven sessions into the PF2 campaign now. It started as what was meant to be a couple of sessions for playtesting and the players liked it that much that they've nagged me to continue. We are experienced gamers, our group has been together for over 20 years and we've been played lots of different systems, since its release 5e has been our go to system [B]Campaign Synopsis[/B] Its a bit all over the place at the moment, as it wasn't originally meant to be a full blown campaign, but its evolved into a sandbox of sorts, the overview is that the group were in Skelt as the whispering tyrant rose again, and they were tasked with taking an artefact to a scholar on the island of Hermea, on the way their ship was attacked and sunk by a Kraken, they awoke on a mysterious lost island and have to fin and retrieve the item and somehow get home. Its basically a riff of the land that time forgot/isle of dread theme [B]The Group (all 2nd level now)[/B] Archibald: Gnome Divine Sorcerer Jorek: Dwarven Cleric Joel: Human Barbarian Bodil: Dwarven Fighter Sam: Human Wizard Thomas: Halfling Rogue [B]Sessions [/B] They've been quite combat heavy so far, as originally i want to put the system through its paces, they've had encounters with zombies, Dinosaurs, Terror Birds, Mephits and killer plants, as we've decided to progress as a campaign, I'm going to lean more into the exploration/downtime activities. [B]The Good[/B] Character creation, very intuitive and it feels less locked in than 5e, this maybe just perception, but the group agreed that they could make the characters they envisioned easier in PF2 than 5e, and that the choices were reflected at the table (not that they thought 5e was bad, just they had to do a bit more reskinning) Three actions: amazing, allows for a lot more cinematic style actions without having to fiddle with things, we love it. Character balance: early days but so far none of the characters has outshone any of the others on a consistent basis Rules: also see bad below, but generally we've found they make common sense and when we have had to houserule, we've found that we are also bang on the official ruling. Options: The players feel like that have a lot more choice both in character an in actions. 4e they had a lot of mechanical choice but it seemed to restrict improvisation, the players would only use what was on the character sheet, 5e was totally different they improvised a lot, but the end results mechanically weren't very different, PF2 so far hits the sweet spot [B]The Bad [/B] Limited monster shelf life: I loved in 5e that lower level monsters were still meaningful, the range in PF2 isn't as broad, its a different play style for sure Fiddly: a lot of modifiers and conditions, and can be quite easy to forget them or lose track of them. advantage/disadvantage was simple and elegant. Rules: most of the relevant rules are covered, its just a lot of them seem to need a lot of cross referencing and page jumping to get to the desired result Solo Monsters: I think this has been a problem in lots of editions but PF2 has taken a step back in comparison to 5e. Its very much just throw a high level monster at the group, which I found hasn't worked well (one was almost a TPK, the other a cakewalk) I really liked lair/legendary actions, so much so I think I'm going to add them into PF2 to try and make boss/solo encounters more interesting [B]Overall [/B] A- its a great system, that fits our group very well so far, it has a few wrinkles that I hope well be ironed out over time [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Pathfinder 2e: Actual Play Experience
Top