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*Pathfinder & Starfinder
Pathfinder 2e: Actual Play Experience
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<blockquote data-quote="Condiments" data-source="post: 8002274" data-attributes="member: 6802006"><p>For me, I would rather play a game where the core assumptions line up with my sensibilities rather than re-working it to try and fit them. I think of the strength of 5e's design is that it can appeal to so many different types of game tables, but any game can only stretch so far. I am glad that the design of magic items appeals to your table's needs. However, at my table, we all really enjoy a pretty steady flow of magic items that can liven up and change the gameplay.</p><p></p><p>The advantage of 5e's magic item system is how novel and fun some of the items are. The decanter of endless water ended up becoming a campaign defining magic item, that I randomly rolled on a magic item table for. The player who used it originally thought it would be useless, but ended up using it in all sorts of situations to get himself out of jams. The flip-side is that giving players powerful battle oriented magic items can quickly break the game's balance for the worse. Towards the end, I was balancing fights at a baseline of deadly, and would often double or triple that to get things really dicey.</p><p></p><p></p><p></p><p>I'm glad for you that you can functionally DM at level 15 in 5e without issues. When I was running it...man it was brutal. Adventuring days just felt way too long trying to wear down player resources, and the sorcerer was very good at shutting down encounters entirely with spells like slow, hypnotic pattern, polymorph and banish. The fighter started multi-classing into barbarian and was a wrecking ball that was very difficult to take down, and could consistently dish out obscene amounts of damage. Our range/rogue pumped out consistent high damage from the back lines, and was nearly impossible to pin down. The last player was a druid(who died), but could easily trivialize any travel challenges I could set out with spells like wind walk. Seriously...screw wind walk! Too many spells came online that wipe away what I put before them.</p><p></p><p>Building adventures against that team was a very humbling lesson in the limitations of my tactical acumen. I also stopped having fun and was getting burn out. I would have probably had way more fun playing 5e if I didn't have power gamers for players, or was more tactically gifted. I just felt the monsters in 5e didn't give me a helping hand with that and were too simple. I'm currently DMing a 13th age campaign that is at 4th level, and I can consistently frighten my players by turning a few knobs. It's like night and day to me and is way less stressful.</p><p></p><p>Pathfinder 2e appeals to me because of what I've been hearing. A balanced system that can operate it's whole level range that allows you to run monsters out of the box. It's simply music to my ears as DM who has experienced a lot of problems with systems that have wobbly math and balance.</p></blockquote><p></p>
[QUOTE="Condiments, post: 8002274, member: 6802006"] For me, I would rather play a game where the core assumptions line up with my sensibilities rather than re-working it to try and fit them. I think of the strength of 5e's design is that it can appeal to so many different types of game tables, but any game can only stretch so far. I am glad that the design of magic items appeals to your table's needs. However, at my table, we all really enjoy a pretty steady flow of magic items that can liven up and change the gameplay. The advantage of 5e's magic item system is how novel and fun some of the items are. The decanter of endless water ended up becoming a campaign defining magic item, that I randomly rolled on a magic item table for. The player who used it originally thought it would be useless, but ended up using it in all sorts of situations to get himself out of jams. The flip-side is that giving players powerful battle oriented magic items can quickly break the game's balance for the worse. Towards the end, I was balancing fights at a baseline of deadly, and would often double or triple that to get things really dicey. I'm glad for you that you can functionally DM at level 15 in 5e without issues. When I was running it...man it was brutal. Adventuring days just felt way too long trying to wear down player resources, and the sorcerer was very good at shutting down encounters entirely with spells like slow, hypnotic pattern, polymorph and banish. The fighter started multi-classing into barbarian and was a wrecking ball that was very difficult to take down, and could consistently dish out obscene amounts of damage. Our range/rogue pumped out consistent high damage from the back lines, and was nearly impossible to pin down. The last player was a druid(who died), but could easily trivialize any travel challenges I could set out with spells like wind walk. Seriously...screw wind walk! Too many spells came online that wipe away what I put before them. Building adventures against that team was a very humbling lesson in the limitations of my tactical acumen. I also stopped having fun and was getting burn out. I would have probably had way more fun playing 5e if I didn't have power gamers for players, or was more tactically gifted. I just felt the monsters in 5e didn't give me a helping hand with that and were too simple. I'm currently DMing a 13th age campaign that is at 4th level, and I can consistently frighten my players by turning a few knobs. It's like night and day to me and is way less stressful. Pathfinder 2e appeals to me because of what I've been hearing. A balanced system that can operate it's whole level range that allows you to run monsters out of the box. It's simply music to my ears as DM who has experienced a lot of problems with systems that have wobbly math and balance. [/QUOTE]
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