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Pathfinder 2e: Actual Play Experience
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<blockquote data-quote="Celtavian" data-source="post: 8003331" data-attributes="member: 5834"><p>My players have gotten used to it and can manage hands quite quickly, though they don't like some of it. I like the verisimilitude of managing hands for quite a few things, but not for others. Switching hands from one to two-handed weapon I may get rid of, but I do like having to use extra actions to shed a shield as having used a shield it is harder to get off than dropping a weapon if you're using it properly.</p><p></p><p></p><p></p><p>This confounded me a bit at first too. Then I decided to tell them what to use to get the players used to the new paradigm. Part of what is holding them back is they are thinking of how things are done in PF1 and 5E. So you have to tell them they can do this assuming their cleric would know how to deal with a haunt or an arcane caster would know how to use arcana on an arcane trap or puzzle, same as a rogue knows how to use Thievery or a healer medicine. Once they get used to the new rule they will start to use it on their own without prompting.</p><p></p><p></p><p></p><p>I've had plenty I couldn't adjudicate with the one-action system. Like a druid casting electric arc then shooting off her bow or commanding her animal. Recalling knowledge and then using that knowledge in the same round by casting a spell to counter or making an appropriate attack. Knocking over a totem, then moving and attacking a creature after doing so. You could modify the one action system to make it happen by making something a move action. It's natural to the PF2 system to do the above with the 3 action system. It breaks nothing, requires no modification, and narrates well in my experience.</p><p></p><p></p><p></p><p>I feel the same way about monster creation in PF2 as I did in 5E. The action system is a framework that I don't feel constrained by. If I think it looks cool. I write it up as I visualize it and assign actions. I might even add lair actions in as well at some point. PF2 and 5E both have that very naturalistic monster creation feel with PF2 providing more rules crunch for common monster abilities.</p><p></p><p></p><p></p><p>I always like to hear other's thoughts on things. We all seem to play this game a little differently and do things differently.</p><p></p><p>I'm finding the barbarian has some big weaknesses. They can hit like a truck, but man, they go down pretty fast due to low AC and when they are knocked unconscious they lose their rage. No rage really turns them into a weak fighter. I hope they get better as they level up. Right now my barbarian is getting beat up and losing his rage a lot.</p><p></p><p>And the druid is a badass. Good spell list. Good feats. Decent armor. Decent weapon choice. rogue hit points. Personal healing. Druid has a lot to do with their abilities. Druid feels like a very strong and versatile class in PF2.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 8003331, member: 5834"] My players have gotten used to it and can manage hands quite quickly, though they don't like some of it. I like the verisimilitude of managing hands for quite a few things, but not for others. Switching hands from one to two-handed weapon I may get rid of, but I do like having to use extra actions to shed a shield as having used a shield it is harder to get off than dropping a weapon if you're using it properly. This confounded me a bit at first too. Then I decided to tell them what to use to get the players used to the new paradigm. Part of what is holding them back is they are thinking of how things are done in PF1 and 5E. So you have to tell them they can do this assuming their cleric would know how to deal with a haunt or an arcane caster would know how to use arcana on an arcane trap or puzzle, same as a rogue knows how to use Thievery or a healer medicine. Once they get used to the new rule they will start to use it on their own without prompting. I've had plenty I couldn't adjudicate with the one-action system. Like a druid casting electric arc then shooting off her bow or commanding her animal. Recalling knowledge and then using that knowledge in the same round by casting a spell to counter or making an appropriate attack. Knocking over a totem, then moving and attacking a creature after doing so. You could modify the one action system to make it happen by making something a move action. It's natural to the PF2 system to do the above with the 3 action system. It breaks nothing, requires no modification, and narrates well in my experience. I feel the same way about monster creation in PF2 as I did in 5E. The action system is a framework that I don't feel constrained by. If I think it looks cool. I write it up as I visualize it and assign actions. I might even add lair actions in as well at some point. PF2 and 5E both have that very naturalistic monster creation feel with PF2 providing more rules crunch for common monster abilities. I always like to hear other's thoughts on things. We all seem to play this game a little differently and do things differently. I'm finding the barbarian has some big weaknesses. They can hit like a truck, but man, they go down pretty fast due to low AC and when they are knocked unconscious they lose their rage. No rage really turns them into a weak fighter. I hope they get better as they level up. Right now my barbarian is getting beat up and losing his rage a lot. And the druid is a badass. Good spell list. Good feats. Decent armor. Decent weapon choice. rogue hit points. Personal healing. Druid has a lot to do with their abilities. Druid feels like a very strong and versatile class in PF2. [/QUOTE]
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