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Pathfinder 2e: Actual Play Experience
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<blockquote data-quote="Retreater" data-source="post: 7904361" data-attributes="member: 42040"><p>Sorry about the thread resurrection, but it's taken some time for me to get in a few sessions of actual play so I can comment on PF2.</p><p></p><p><u>Part 1: Party Composition</u> </p><p>First, let me shine some light on my group so you know what we're bringing to the table.</p><p><strong>GM (me): </strong>Have been running games since 1989 (AD&D 2e), really cut my teeth in 3.x, but have run every edition of D&D since 2e. Have experience in non-d20 systems (Call of Cthulhu, Warhammer Fantasy, Shadowrun, Savage Worlds, GURPS, Dungeon World, and more). </p><p><strong>Player 1:</strong> Likes to flop from system-to-system. Something of a gaming hipster. HATED PF1, bored with 5e, liked 4e from a contrarian position. [Alchemist]</p><p><strong>Player 2:</strong> Prefers rules lite, indie RPGs. Likes to change systems often to "see what's out there." Dislikes d20 system games because of rules density and resource management. [Barbarian] </p><p><strong>Player 3: </strong>Has "come of age" in 5e, but doesn't like the lack of tactical depth. Liked the experience of 4e when we tried a retro campaign and enjoys thrilling combats and "feeling badass." [Sorcerer]</p><p><strong>Player 4:</strong> My oldest friend. Doesn't like trying new things. Quite happy with PF1 despite the flaws he's aware of. Along for the ride to see if it's as bad as he's expecting. [Champion]</p><p><strong>Player 5:</strong> Mostly new to RPGs. Has played one 5e campaign to the end. [Rogue] </p><p><strong>Player 6:</strong> Even newer to RPGs. Has played a few one-shot games but ready for a campaign. [Cleric]</p><p></p><p><u>Part 2: Trial Run</u></p><p>Players 2 and 3 met and attempted a Pathfinder Society Quest (1 hour session) as a trial. Each took 2 pre-generated characters. We did this to see if I could get a little experience under my belt with the system and see if they wanted to buy-in for the system. The combat was deadly, but managed to be fast-paced and exciting. We reset and tried it again (this time using a different option of encounter and traps). They had a good enough time to try it for a longer period of time. Player 2 was happy with nonmagical healing, which helped with the resource management concerns.</p><p></p><p><u>Part 3: Character Creation, Session 0</u></p><p>It took about 2 hours to make characters on our first meeting, even though Players 1 and 2 had already worked on their character design beforehand. We had only 2 core rulebooks, and even though players had access to a free app on their phones, they had many questions about character design. Players 5 and 6 were pretty overwhelmed with options, while Player 4 had a hard time dislodging his knowledge of PF1. </p><p>I had decided to run the Age of Ashes Adventure Path (and I will try to avoid spoilers in this post). We were able to start with the adventure setup, introductions, and run two combats, before ending the session.</p><p></p><p><u>Part 4: Session 1</u></p><p>Player 4 (Champion) was unable to come, and without a front line fighter, Player 2's Barbarian took a lot of damage and was reduced to dying in 2 out of 3 combats. Player 1's Alchemist had few good targets in the combats, and he decided the playstyle didn't work for him (so he created a fighter for next session). Having the Condition Cards was a godsend, as they were used multiple times in every combat. The fights were challenging but quick, with lots of tactical play. During a solo baddy that would've had 90+ HP in 4e or 5e D&D and felt like a slog, this monster had less than half the hp, but was threatening and got to use its signature moves several times. </p><p></p><p><u>Changes I've Made to the System</u></p><p>I am fast and lose about changing weapons. I think RAW, it takes an action to draw a weapon and can provoke an opportunity attack. Nothing is worse than having to sit out a turn to be able to "do something cool" next turn. I just handwave it. Also, I don't use diagonal movement. A square is a square. The time it takes to count movement isn't worth it to me. We're using milestone XP to follow the chapters of the Adventure Path, and they have already levelled up (after the equivalent of one full length session). </p><p></p><p><u>Overall Impressions</u></p><p>Faster and more threatening combats than 4e or 5e D&D, more options for character design, monsters that are "good out of the book," I'm pretty pleased with it. I don't know how it will go with higher level characters or if the players are buying in for the long haul, but so far so good.</p></blockquote><p></p>
[QUOTE="Retreater, post: 7904361, member: 42040"] Sorry about the thread resurrection, but it's taken some time for me to get in a few sessions of actual play so I can comment on PF2. [U]Part 1: Party Composition[/U] First, let me shine some light on my group so you know what we're bringing to the table. [B]GM (me): [/B]Have been running games since 1989 (AD&D 2e), really cut my teeth in 3.x, but have run every edition of D&D since 2e. Have experience in non-d20 systems (Call of Cthulhu, Warhammer Fantasy, Shadowrun, Savage Worlds, GURPS, Dungeon World, and more). [B]Player 1:[/B] Likes to flop from system-to-system. Something of a gaming hipster. HATED PF1, bored with 5e, liked 4e from a contrarian position. [Alchemist] [B]Player 2:[/B] Prefers rules lite, indie RPGs. Likes to change systems often to "see what's out there." Dislikes d20 system games because of rules density and resource management. [Barbarian] [B]Player 3: [/B]Has "come of age" in 5e, but doesn't like the lack of tactical depth. Liked the experience of 4e when we tried a retro campaign and enjoys thrilling combats and "feeling badass." [Sorcerer] [B]Player 4:[/B] My oldest friend. Doesn't like trying new things. Quite happy with PF1 despite the flaws he's aware of. Along for the ride to see if it's as bad as he's expecting. [Champion] [B]Player 5:[/B] Mostly new to RPGs. Has played one 5e campaign to the end. [Rogue] [B]Player 6:[/B] Even newer to RPGs. Has played a few one-shot games but ready for a campaign. [Cleric] [U]Part 2: Trial Run[/U] Players 2 and 3 met and attempted a Pathfinder Society Quest (1 hour session) as a trial. Each took 2 pre-generated characters. We did this to see if I could get a little experience under my belt with the system and see if they wanted to buy-in for the system. The combat was deadly, but managed to be fast-paced and exciting. We reset and tried it again (this time using a different option of encounter and traps). They had a good enough time to try it for a longer period of time. Player 2 was happy with nonmagical healing, which helped with the resource management concerns. [U]Part 3: Character Creation, Session 0[/U] It took about 2 hours to make characters on our first meeting, even though Players 1 and 2 had already worked on their character design beforehand. We had only 2 core rulebooks, and even though players had access to a free app on their phones, they had many questions about character design. Players 5 and 6 were pretty overwhelmed with options, while Player 4 had a hard time dislodging his knowledge of PF1. I had decided to run the Age of Ashes Adventure Path (and I will try to avoid spoilers in this post). We were able to start with the adventure setup, introductions, and run two combats, before ending the session. [U]Part 4: Session 1[/U] Player 4 (Champion) was unable to come, and without a front line fighter, Player 2's Barbarian took a lot of damage and was reduced to dying in 2 out of 3 combats. Player 1's Alchemist had few good targets in the combats, and he decided the playstyle didn't work for him (so he created a fighter for next session). Having the Condition Cards was a godsend, as they were used multiple times in every combat. The fights were challenging but quick, with lots of tactical play. During a solo baddy that would've had 90+ HP in 4e or 5e D&D and felt like a slog, this monster had less than half the hp, but was threatening and got to use its signature moves several times. [U]Changes I've Made to the System[/U] I am fast and lose about changing weapons. I think RAW, it takes an action to draw a weapon and can provoke an opportunity attack. Nothing is worse than having to sit out a turn to be able to "do something cool" next turn. I just handwave it. Also, I don't use diagonal movement. A square is a square. The time it takes to count movement isn't worth it to me. We're using milestone XP to follow the chapters of the Adventure Path, and they have already levelled up (after the equivalent of one full length session). [U]Overall Impressions[/U] Faster and more threatening combats than 4e or 5e D&D, more options for character design, monsters that are "good out of the book," I'm pretty pleased with it. I don't know how it will go with higher level characters or if the players are buying in for the long haul, but so far so good. [/QUOTE]
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