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Pathfinder 2E - does it play better than it looks at first glance + guides/resources for new DMs
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<blockquote data-quote="payn" data-source="post: 8630881" data-attributes="member: 90374"><p>A +1 in PF2 is actually a pretty big deal. The math is so tight that they really add up compared to 5E and especially 3E. The crit system also relies on +or- 10 to the target DC so not only are your chances of success really going up, your chances of a critical go along with it.</p><p></p><p>The thing is, PF2 does use a bounded accuracy system, just a very different way than 5E. At level 1 each character and NPC has an expected range of abilities and chances of success and crit. As you level the challenges and encounters you can actually face also go up in the same expected numbers (the treadmill theory). Where the difference really lies in what you leave behind. At level 5 you really mop the floor with level 1s and so forth because not only do you hit easier, you also crit much easier. </p><p></p><p>The thing is, at level 1 you have the same iterative attacks at the same penalties as level 20. You just add level and any relevant mods. It becomes pretty easy to follow and update as the math doesnt change often, nor do you add more iterative attacks enough to be a headache like 3E/PF1. Also, VTT like Foundry can do all the math for you. </p><p></p><p>Another thing to note is that you can often use your 3 actions to do other things than just stand there and attack. Demoralize, cast limited spells, move/attack/move, etc.. In fact, its often a poor choice to end a turn next to an enemy. </p><p></p><p>There is so much available online for free for PF2 that it doesn't hurt to give it an honest try. Archive of Nethys is basically an SRD to give you quick reference for rules. The beginners box can help you dip your toes in first, but I have a feeling you are experienced enough to just jump in.</p><p></p><p>The hardest thing for me to grasp in PF2 is the way they bound accuracy I mentioned above. I feel like the band of possible encounters are too tight. Now a reliable CR might be seen as a feature by many, for me its too predictable. I do like my PCs being able to punch above their weight via strategy, which PF2 leans much more into tactical combat of expected ranges. So, much of that is just a preference. There is a variant that removes the +1/lvl and the band opens up a little bit, but is still pretty tight with the way the math works.</p><p></p><p>The other rub is silo'd chargen and multiclassing. It's much closer to 4E than 3E/PF1. Each class has 2-3 paths that dont have a ton of variety. Multiclassing is like the hybrid method 4E uses, so its more like getting one class thing to add your main class. One way to expand this a bit is to offer the "free archetype" variant. This allows characters to branch out a little more with a background system. Gives characters more options int heir tool kit without powering them up. </p><p></p><p>Good luck, I think you will have some growing pains but its a pretty well designed system overall.</p></blockquote><p></p>
[QUOTE="payn, post: 8630881, member: 90374"] A +1 in PF2 is actually a pretty big deal. The math is so tight that they really add up compared to 5E and especially 3E. The crit system also relies on +or- 10 to the target DC so not only are your chances of success really going up, your chances of a critical go along with it. The thing is, PF2 does use a bounded accuracy system, just a very different way than 5E. At level 1 each character and NPC has an expected range of abilities and chances of success and crit. As you level the challenges and encounters you can actually face also go up in the same expected numbers (the treadmill theory). Where the difference really lies in what you leave behind. At level 5 you really mop the floor with level 1s and so forth because not only do you hit easier, you also crit much easier. The thing is, at level 1 you have the same iterative attacks at the same penalties as level 20. You just add level and any relevant mods. It becomes pretty easy to follow and update as the math doesnt change often, nor do you add more iterative attacks enough to be a headache like 3E/PF1. Also, VTT like Foundry can do all the math for you. Another thing to note is that you can often use your 3 actions to do other things than just stand there and attack. Demoralize, cast limited spells, move/attack/move, etc.. In fact, its often a poor choice to end a turn next to an enemy. There is so much available online for free for PF2 that it doesn't hurt to give it an honest try. Archive of Nethys is basically an SRD to give you quick reference for rules. The beginners box can help you dip your toes in first, but I have a feeling you are experienced enough to just jump in. The hardest thing for me to grasp in PF2 is the way they bound accuracy I mentioned above. I feel like the band of possible encounters are too tight. Now a reliable CR might be seen as a feature by many, for me its too predictable. I do like my PCs being able to punch above their weight via strategy, which PF2 leans much more into tactical combat of expected ranges. So, much of that is just a preference. There is a variant that removes the +1/lvl and the band opens up a little bit, but is still pretty tight with the way the math works. The other rub is silo'd chargen and multiclassing. It's much closer to 4E than 3E/PF1. Each class has 2-3 paths that dont have a ton of variety. Multiclassing is like the hybrid method 4E uses, so its more like getting one class thing to add your main class. One way to expand this a bit is to offer the "free archetype" variant. This allows characters to branch out a little more with a background system. Gives characters more options int heir tool kit without powering them up. Good luck, I think you will have some growing pains but its a pretty well designed system overall. [/QUOTE]
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