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Pathfinder 2e: Actual Play Experience
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<blockquote data-quote="Celtavian" data-source="post: 8000969" data-attributes="member: 5834"><p>Because fun is the primary driver of the game. If I'm still having fun playing, then no reason to believe the balance is a problem. You can have fun playing PF2.</p><p></p><p></p><p></p><p>It is a lot of work to start. If you don't want to commit a lot of small rules to memory, maybe avoid the game. I am learning new small rules all the time like shields requiring an interact action to remove and switching between one hand and two-hands for weapons takes an action. Though you can release a hand for free. And I just used the crafting rules to make a magic item. Only required one roll, but you had to calculate the reduction in cost for full price using the earn income table and number of days. It's less than PF1 in overall complexity, but a lot more than 5E. It's not what I would call a rules-lite system save in comparison to PF1 or 3rd edition. It still has a lot of little rules that will take you and any players time to learn. Though I wouldn't focus too much on missed rules and just play to start with and learn as you go. I'm coming from PF1, so learning a bunch of rules is ok for me. I committed most rules to memory in PF1 which had more. I'm doing the same in PF2. But if you're coming from 5E, then this is a big jump in the number of rules you need to memorize and the amount of reading you need to do. I think PF2 game designers are building this according to PF1 player wants and complaints than to take players from 5E.</p><p></p><p>I know the biggest complaints about PF1 that I saw were:</p><p>1. Game Balance: Game balance was terrible past lvl 7 or so. And non-existent at higher levels. PCs were superheroes disguised as fantasy characters easily able to hit for hundreds of points of damage per round per character or cast spells that ended battles with a single missed save often forcing enemies to save multiple times against the same spell. Or they just made it so the enemy couldn't fight back making it just a beatdown fest for the PCs.</p><p></p><p>2. Ease of Preparation: PF1 required an immense amount of preparation and understanding of the game rules to know how to counter high level PCs. It required hours of preparation and planning for encounters that often lasted anywhere from a few rounds to 10 or 15 rounds depending on rolls.</p><p></p><p>3. Martial-Caster Balance: Martials did the most damage. But who cares, casters had all the real power. Casters were god-like and their weapons were limited by what spells could do, which wasn't much of a limit. </p><p></p><p>PF2 addresses all of these concerns without losing the feel of a living, breathing world. That was what was important to me. If none of those areas concerned you, then PF2 is just another game with some interesting subsystems. PF2 took all the complaints from PF1 DMs and players, then produced PF2. I think they addressed most of the primary complaints I heard on the various forums without ruining the game. It doesn't sound to me like those complaints were anything you worried about.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 8000969, member: 5834"] Because fun is the primary driver of the game. If I'm still having fun playing, then no reason to believe the balance is a problem. You can have fun playing PF2. It is a lot of work to start. If you don't want to commit a lot of small rules to memory, maybe avoid the game. I am learning new small rules all the time like shields requiring an interact action to remove and switching between one hand and two-hands for weapons takes an action. Though you can release a hand for free. And I just used the crafting rules to make a magic item. Only required one roll, but you had to calculate the reduction in cost for full price using the earn income table and number of days. It's less than PF1 in overall complexity, but a lot more than 5E. It's not what I would call a rules-lite system save in comparison to PF1 or 3rd edition. It still has a lot of little rules that will take you and any players time to learn. Though I wouldn't focus too much on missed rules and just play to start with and learn as you go. I'm coming from PF1, so learning a bunch of rules is ok for me. I committed most rules to memory in PF1 which had more. I'm doing the same in PF2. But if you're coming from 5E, then this is a big jump in the number of rules you need to memorize and the amount of reading you need to do. I think PF2 game designers are building this according to PF1 player wants and complaints than to take players from 5E. I know the biggest complaints about PF1 that I saw were: 1. Game Balance: Game balance was terrible past lvl 7 or so. And non-existent at higher levels. PCs were superheroes disguised as fantasy characters easily able to hit for hundreds of points of damage per round per character or cast spells that ended battles with a single missed save often forcing enemies to save multiple times against the same spell. Or they just made it so the enemy couldn't fight back making it just a beatdown fest for the PCs. 2. Ease of Preparation: PF1 required an immense amount of preparation and understanding of the game rules to know how to counter high level PCs. It required hours of preparation and planning for encounters that often lasted anywhere from a few rounds to 10 or 15 rounds depending on rolls. 3. Martial-Caster Balance: Martials did the most damage. But who cares, casters had all the real power. Casters were god-like and their weapons were limited by what spells could do, which wasn't much of a limit. PF2 addresses all of these concerns without losing the feel of a living, breathing world. That was what was important to me. If none of those areas concerned you, then PF2 is just another game with some interesting subsystems. PF2 took all the complaints from PF1 DMs and players, then produced PF2. I think they addressed most of the primary complaints I heard on the various forums without ruining the game. It doesn't sound to me like those complaints were anything you worried about. [/QUOTE]
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