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Pathfinder 2e: Actual Play Experience
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<blockquote data-quote="CapnZapp" data-source="post: 7827093" data-attributes="member: 12731"><p>To describe what's different with PF2 (compared to most other games I've tried), let me try this:</p><p></p><p>Imagine a classic prison escape scene. Maybe the one at the start of Out of Sight with George Clooney and Jennifer Lopez. You know, a cleared area, fences, guard towers, the works. Somewhere there's a hole with people crawling out.</p><p></p><p>The GM calls for initiative, but the guards don't see anything. All they can do is sound the alarm, and Seek (using searchlights). Then it's the inmates turn. All they do is try to avoid an encounter. The rounds pass by and not a single attack roll is made.</p><p></p><p>See? It's not that PF2 is exactly weird, strange or bad. Just... different.</p><p></p><p>Instead of going right to the action ("I charge the monster") PF2 makes allowance for <strong>the seconds immediately prior</strong> to that when not everyone knows what's going on; where actions related to panicked calls ("Where is it? Where is it?") such as Seek or Point Out are still relevant.</p><p></p><p>Very crunchy, very detailed - you need to keep track of the exact "awareness level" of each hero (in relation to every sneaking monster, though as soon as there is at least something to shoot, this problem is much lessened)</p><p></p><p>Tldr: If you expect PF2 to work like you're used to, where an encounter starts and initiative is rolled with the express purpose of getting to the action, it does not seem to work that way if I understand the RAI correctly.</p><p></p><p>(Of course, it can still work that way, when nobody is hiding, and the door is kicked down! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> )</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7827093, member: 12731"] To describe what's different with PF2 (compared to most other games I've tried), let me try this: Imagine a classic prison escape scene. Maybe the one at the start of Out of Sight with George Clooney and Jennifer Lopez. You know, a cleared area, fences, guard towers, the works. Somewhere there's a hole with people crawling out. The GM calls for initiative, but the guards don't see anything. All they can do is sound the alarm, and Seek (using searchlights). Then it's the inmates turn. All they do is try to avoid an encounter. The rounds pass by and not a single attack roll is made. See? It's not that PF2 is exactly weird, strange or bad. Just... different. Instead of going right to the action ("I charge the monster") PF2 makes allowance for [B]the seconds immediately prior[/B] to that when not everyone knows what's going on; where actions related to panicked calls ("Where is it? Where is it?") such as Seek or Point Out are still relevant. Very crunchy, very detailed - you need to keep track of the exact "awareness level" of each hero (in relation to every sneaking monster, though as soon as there is at least something to shoot, this problem is much lessened) Tldr: If you expect PF2 to work like you're used to, where an encounter starts and initiative is rolled with the express purpose of getting to the action, it does not seem to work that way if I understand the RAI correctly. (Of course, it can still work that way, when nobody is hiding, and the door is kicked down! :) ) [/QUOTE]
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