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Pathfinder 2e Newbie with questions.
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<blockquote data-quote="Staffan" data-source="post: 8920368" data-attributes="member: 907"><p>The Troubleshooters produces mechanically distinct characters with significantly less crunch than PF2 does. Characters in the Troubleshooters are primarily mechanically distinguished by two things:</p><ul> <li data-xf-list-type="ul">Skills. There's a list of 28 percentile-based skills. A character has 15 in skills they're unskilled in, the highest you can start with is 85, and the absolute max is 106 (although skills above 100 is mostly an academic matter given how modifiers work in the system). A character typically starts with 75 in one skill, 65 in four, and 45 in six.</li> <li data-xf-list-type="ul">Abilities. These are binary abilities, similar to feats, and usually tied to one or more skills. These provide differentiation between people with similar skills. Two characters might both have high Charm skills, but one might be Cheerful and have Empathy, and another might have a Pet and be an Animal Friend.</li> </ul><p>Note that the system don't have any direct analogue to traditional ability scores. Things like Strength or Agility are skills just like Melee or Vehicles, and there's no "flow" of ability from one to the other. You can be a huge circus strongman with great Strength and still leave your Melee skill at 15, or a tiny little judo master without any Strength skill at all but a very high Melee skill.</p><p></p><p>The game deals with onboarding by basically providing various tiers of complexity in character generation:</p><ol> <li data-xf-list-type="ol">The game comes with a set of seven pre-generated characters that are also included in demo materials.</li> <li data-xf-list-type="ol">There are a number of templates that have most of the mechanical stuff done already and offer a limited list of options regarding abilities, gear, and so on.</li> <li data-xf-list-type="ol">You can use a template as a starting point and modify it in various ways to match your particular vision of the character. For example, you might want to play a Student Athlete, so you start with the Elite Athlete template and swap out the Credit skill (you're on a scholarship, not a rich athlete with sponsorships) for Humanities (you need to keep your grades up, remember?).</li> <li data-xf-list-type="ol">Finally you can build a character from scratch.</li> </ol></blockquote><p></p>
[QUOTE="Staffan, post: 8920368, member: 907"] The Troubleshooters produces mechanically distinct characters with significantly less crunch than PF2 does. Characters in the Troubleshooters are primarily mechanically distinguished by two things: [LIST] [*]Skills. There's a list of 28 percentile-based skills. A character has 15 in skills they're unskilled in, the highest you can start with is 85, and the absolute max is 106 (although skills above 100 is mostly an academic matter given how modifiers work in the system). A character typically starts with 75 in one skill, 65 in four, and 45 in six. [*]Abilities. These are binary abilities, similar to feats, and usually tied to one or more skills. These provide differentiation between people with similar skills. Two characters might both have high Charm skills, but one might be Cheerful and have Empathy, and another might have a Pet and be an Animal Friend. [/LIST] Note that the system don't have any direct analogue to traditional ability scores. Things like Strength or Agility are skills just like Melee or Vehicles, and there's no "flow" of ability from one to the other. You can be a huge circus strongman with great Strength and still leave your Melee skill at 15, or a tiny little judo master without any Strength skill at all but a very high Melee skill. The game deals with onboarding by basically providing various tiers of complexity in character generation: [LIST=1] [*]The game comes with a set of seven pre-generated characters that are also included in demo materials. [*]There are a number of templates that have most of the mechanical stuff done already and offer a limited list of options regarding abilities, gear, and so on. [*]You can use a template as a starting point and modify it in various ways to match your particular vision of the character. For example, you might want to play a Student Athlete, so you start with the Elite Athlete template and swap out the Credit skill (you're on a scholarship, not a rich athlete with sponsorships) for Humanities (you need to keep your grades up, remember?). [*]Finally you can build a character from scratch. [/LIST] [/QUOTE]
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