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Pathfinder 2e: Actual Play Experience
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<blockquote data-quote="Retreater" data-source="post: 7994273" data-attributes="member: 42040"><p>I might be in a good position to answer that, since I'm currently GMing PF2 as well as DMed two short 4E campaigns in the past year.</p><p>I'll make a (noncomprehensive) list here, and if you need further explanation of any point, let me know.</p><p></p><p>Compare</p><ul> <li data-xf-list-type="ul">AEDU Design: With the exception of a few daily resources (spell slots), many powers can be regained after a 10 minute break: focus spells, focus points, using nonmagical healing checks, etc. So this allows parties to conserve resources and spread them out but otherwise take each encounter as a fresh experience.</li> <li data-xf-list-type="ul">Skill Feats: These work like utility powers. You need to expend a feat selection to attempt certain skill uses. </li> <li data-xf-list-type="ul">Reaction powers: The reaction resource (normally attacks of opportunity in PF1, 3.x, and 5e) now have many more uses. The Champion's reactions set him up like a 4E-style defender, for example. </li> <li data-xf-list-type="ul">You Don't Have to Have a Cleric: Healing is really spread out, especially with the Medicine skill. In Exploration mode (outside of combat), you can basically heal up to max HP between fights without expending spells, Hit Dice, etc.</li> <li data-xf-list-type="ul">Critical Hits: Deadly weapons (which deal extra bonus damage on a crit), magic weapons that deal fire damage on crits, and other features make criticals mean more than just "I roll extra damage"</li> <li data-xf-list-type="ul">Positioning: Combat maneuvers (which can also be put onto spells with a feat) let characters control the battlefield, shoving, tripping, sliding, etc.</li> <li data-xf-list-type="ul">More Front-Loaded Power: Characters at lower levels have more HP and access to more abilities than their 5e counterparts, seemingly closer to the power level of low-level 4e characters.</li> <li data-xf-list-type="ul">Ancestry/Race Powers: Your ancestry feats seem closer to how 4e handled race.</li> </ul><p></p><p>Contrast</p><ul> <li data-xf-list-type="ul">Encounter Design: Doesn't have the same "encounter budget" formula</li> <li data-xf-list-type="ul">Minions: There are no minions in PF2</li> <li data-xf-list-type="ul">Monster Spells: Enemies use spells and feats much like PCs. They don't have simple "powers" and you have to look up everything in the Core Rulebook.</li> <li data-xf-list-type="ul">Conditions: PF2 has many, many, many conditions, and they are handed out like Halloween candy. I feel like 4E gave out a lot of conditions, but they had similar effects.</li> <li data-xf-list-type="ul">PC Options: The PF2 Core Rulebook player options are vastly more than the 4E Player's Handbook 1. </li> <li data-xf-list-type="ul">No bloodied condition</li> <li data-xf-list-type="ul">Monsters aren't easily modified up or down in power, still require templates, etc.</li> </ul></blockquote><p></p>
[QUOTE="Retreater, post: 7994273, member: 42040"] I might be in a good position to answer that, since I'm currently GMing PF2 as well as DMed two short 4E campaigns in the past year. I'll make a (noncomprehensive) list here, and if you need further explanation of any point, let me know. Compare [LIST] [*]AEDU Design: With the exception of a few daily resources (spell slots), many powers can be regained after a 10 minute break: focus spells, focus points, using nonmagical healing checks, etc. So this allows parties to conserve resources and spread them out but otherwise take each encounter as a fresh experience. [*]Skill Feats: These work like utility powers. You need to expend a feat selection to attempt certain skill uses. [*]Reaction powers: The reaction resource (normally attacks of opportunity in PF1, 3.x, and 5e) now have many more uses. The Champion's reactions set him up like a 4E-style defender, for example. [*]You Don't Have to Have a Cleric: Healing is really spread out, especially with the Medicine skill. In Exploration mode (outside of combat), you can basically heal up to max HP between fights without expending spells, Hit Dice, etc. [*]Critical Hits: Deadly weapons (which deal extra bonus damage on a crit), magic weapons that deal fire damage on crits, and other features make criticals mean more than just "I roll extra damage" [*]Positioning: Combat maneuvers (which can also be put onto spells with a feat) let characters control the battlefield, shoving, tripping, sliding, etc. [*]More Front-Loaded Power: Characters at lower levels have more HP and access to more abilities than their 5e counterparts, seemingly closer to the power level of low-level 4e characters. [*]Ancestry/Race Powers: Your ancestry feats seem closer to how 4e handled race. [/LIST] Contrast [LIST] [*]Encounter Design: Doesn't have the same "encounter budget" formula [*]Minions: There are no minions in PF2 [*]Monster Spells: Enemies use spells and feats much like PCs. They don't have simple "powers" and you have to look up everything in the Core Rulebook. [*]Conditions: PF2 has many, many, many conditions, and they are handed out like Halloween candy. I feel like 4E gave out a lot of conditions, but they had similar effects. [*]PC Options: The PF2 Core Rulebook player options are vastly more than the 4E Player's Handbook 1. [*]No bloodied condition [*]Monsters aren't easily modified up or down in power, still require templates, etc. [/LIST] [/QUOTE]
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