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Pathfinder 2e: Actual Play Experience
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<blockquote data-quote="Celtavian" data-source="post: 7999370" data-attributes="member: 5834"><p>Good observations. I played 4E. Besides the use of symbols, PF2 doesn't feel like 4E at all. Things feel far more realistic and fitting than 4E which felt very forced. The game elements fits far better into the narrative. I hated encounter powers in 4E. Made me want to rip my hair out when a player used an encounter power against something weak and I would ask, "Why did use that when it had 1 hit point left?" And the answer was, "Might as well. I have to use it up per encounter or it's wasted." Oh my goodness. DM narrative bane is forcing a player to use a power every encounter whether it was appropriate or not. PF2 had kept the PF1 paradigm which is use your powers when it is appropriate with no pressure and limited uses that make using a power seem spectacular rather than so common as it to use the power equally against a group of kobolds or a group of giants just because you had to use it every encounter. </p><p></p><p>And the new skill system has really opened a lot of creative design for DMs to make PCs stand out. No more everyone gets to roll with the wizard being supreme due to high intelligence or another class due to a high stat. You have to have the right level of expertise reflecting deeper study to do certain things in the game. Many things are designed with a few skills in mind when dealing with them that a party should have access to. Skill feats reflect specialized training that is anything from realistic training in some aspect of athletics like jumping or swimming to wuxia martial arts like super leaping depending on your skill expertise rather than the raw skill number. Much improved variability creating a meaningful skill system that makes a class like the rogue or warrior stand out.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 7999370, member: 5834"] Good observations. I played 4E. Besides the use of symbols, PF2 doesn't feel like 4E at all. Things feel far more realistic and fitting than 4E which felt very forced. The game elements fits far better into the narrative. I hated encounter powers in 4E. Made me want to rip my hair out when a player used an encounter power against something weak and I would ask, "Why did use that when it had 1 hit point left?" And the answer was, "Might as well. I have to use it up per encounter or it's wasted." Oh my goodness. DM narrative bane is forcing a player to use a power every encounter whether it was appropriate or not. PF2 had kept the PF1 paradigm which is use your powers when it is appropriate with no pressure and limited uses that make using a power seem spectacular rather than so common as it to use the power equally against a group of kobolds or a group of giants just because you had to use it every encounter. And the new skill system has really opened a lot of creative design for DMs to make PCs stand out. No more everyone gets to roll with the wizard being supreme due to high intelligence or another class due to a high stat. You have to have the right level of expertise reflecting deeper study to do certain things in the game. Many things are designed with a few skills in mind when dealing with them that a party should have access to. Skill feats reflect specialized training that is anything from realistic training in some aspect of athletics like jumping or swimming to wuxia martial arts like super leaping depending on your skill expertise rather than the raw skill number. Much improved variability creating a meaningful skill system that makes a class like the rogue or warrior stand out. [/QUOTE]
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