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<blockquote data-quote="Jester David" data-source="post: 7358802" data-attributes="member: 37579"><p>Thoughts on what I'd like to see in <em>Pathfinder 2</em>:</p><p></p><p>1) Simpler and faster. Minis optional. Streaming friendly.</p><p>2) Smaller numbers. Not quite bounded accuracy, but also not the Red Queen's Race of Pathfinder, where everything goes up constant but your chances of success remain the same. </p><p>3) Drop D&Disms. Pathfinder isn't D&D and isn't bound to the same sacred cows, like ability scores that go from 1 to 18. Just go with the modifiers. Maybe dump Constitution, folding that into Strength or skills. </p><p>4) More narrative mechanics. Plot points/ Fate Points/ Force Points/ etc. 5e D&D only lightly touches upon the idea with Inspiration, so it would be nice if Pathfinder 2 looked to the myriad story driven games that have popped up, and merge some of their ideas into the fold. </p><p>5) Keep some complexity. Retain the build aspects. Perhaps make archetypes a core part of the classes (like 5e's subclasses). With archetype's powers coming at specific levels, to prevent mix-and-matching. And that way every class has iconic key abilities that aren't traded out. </p><p>6) No assumed magic items. This would also be nice, as would reducing the expected number. Playing Pathfinder by the rules made treasure unexciting, as it was all just reduced to gold. </p><p></p><p>It'd be nice to pull monster/PC symmetry back a little. Monster feats are often annoying and the least interesting part of monsters. And the math is wonky since 1 HD doesn't equal 1 CR, so their saving throws increase too fast.</p><p>Simpler NPCs would be nice as well. Having run <em>Skull & Shackles</em> high level NPCs just did not work, as they were well under CRed and very complex for little gain. </p><p></p><p></p><p>Ironically, several of the above points sound a lot like 4e's design goals. I imagine, in a vacuum, <em>Pathfinder Revised</em> might end up looking a lot like 4e. The simple monster design from <em>Unchained</em> and <em>Starfinder</em> is very similar. </p><p>Ideally, Paizo would look long and hard at the changes they'd want to make to PF but also what failed and succeeded in 4e and try to move forward from that point. And also look at other newer games (<em>13th Age</em>, <em>Shadow of the Demon Lord</em>, <em>Fate</em>, <em>Genysis</em>, <em>Star Trek Adventures</em>, <em>Weave</em>, <em>Savage Worlds</em>, <em>Tales from the Loop</em>) and see what cool ideas can be used for inspiration. Really, what they should do when they start thinking about Pathfinder 2, is spending 6 months just playing other RPGs and testing other systems. Plus some Basic D&D. Get out of the Pathfinder box and look at what else is out there before moving forward.</p><p><em></em></p><p><em>Pathfinder 2</em> should probably also be less generic. It should be the Golarion RPG. Lore of the setting should just be in the rules. There are lots of generic fantasy RPGs out there, but what Paizo brings to the table is their setting. That should be front and center.</p><p>Just like <em>Starfinder</em>.</p><p>Well... maybe like <em>Starfinder</em> only without all the world lore being hidden in the back of the book. Some of that should be in the introduction... </p><p></p><p></p><p>It might almost depend on what releases happen when. But I think there's room for maybe one more book with subclasses, but if that doesn't come until 2020 then the existing content we have might have been consumed enough for a third class sourcebook. </p><p></p><p>I doubt we're going to see more class content in 2018, especially since we haven't seen much playtesting going on. After two splatbooks with PC content in six months, I hope the November book is something other. </p><p></p><p></p><p>Adventures can suffer from bloat as well. Paizo has a lot of adventures, and every new adventure can't just be adequate, but has to be better than all the previous APs. Even if something is cool and classical, like <em>Giantslayer</em> or <em>Mummy's Mask</em>, it can fail to capture the attention with so many other adventures already out there. </p><p></p><p>Focusing on world specific adventures, like the Azlanti one they just finished and the forthcoming Taldor one, are probably good ideas. They're less generic and stuff that really works with their lore and setting. For a while it seemed like they were hesitant to really play in their own sandbox, preferring to leave that to GMs. </p><p></p><p>It's funny really. They set up these great big stories in their world as hooks for the GMs and I think many GMs are afraid to run with the hooks because Paizo might do an AP. Meanwhile, Paizo wants to leave those for GMs and doesn't want to change their world too much via the APs. So the biggest looming events in the world, the powder-kegs waiting go off, just don't. </p><p>I think that after almost nine years, they might want to have the world evolve slightly and start declaring the events of a few APs as canon.</p></blockquote><p></p>
[QUOTE="Jester David, post: 7358802, member: 37579"] Thoughts on what I'd like to see in [I]Pathfinder 2[/I]: 1) Simpler and faster. Minis optional. Streaming friendly. 2) Smaller numbers. Not quite bounded accuracy, but also not the Red Queen's Race of Pathfinder, where everything goes up constant but your chances of success remain the same. 3) Drop D&Disms. Pathfinder isn't D&D and isn't bound to the same sacred cows, like ability scores that go from 1 to 18. Just go with the modifiers. Maybe dump Constitution, folding that into Strength or skills. 4) More narrative mechanics. Plot points/ Fate Points/ Force Points/ etc. 5e D&D only lightly touches upon the idea with Inspiration, so it would be nice if Pathfinder 2 looked to the myriad story driven games that have popped up, and merge some of their ideas into the fold. 5) Keep some complexity. Retain the build aspects. Perhaps make archetypes a core part of the classes (like 5e's subclasses). With archetype's powers coming at specific levels, to prevent mix-and-matching. And that way every class has iconic key abilities that aren't traded out. 6) No assumed magic items. This would also be nice, as would reducing the expected number. Playing Pathfinder by the rules made treasure unexciting, as it was all just reduced to gold. It'd be nice to pull monster/PC symmetry back a little. Monster feats are often annoying and the least interesting part of monsters. And the math is wonky since 1 HD doesn't equal 1 CR, so their saving throws increase too fast. Simpler NPCs would be nice as well. Having run [I]Skull & Shackles[/I] high level NPCs just did not work, as they were well under CRed and very complex for little gain. Ironically, several of the above points sound a lot like 4e's design goals. I imagine, in a vacuum, [I]Pathfinder Revised[/I] might end up looking a lot like 4e. The simple monster design from [I]Unchained[/I] and [I]Starfinder[/I] is very similar. Ideally, Paizo would look long and hard at the changes they'd want to make to PF but also what failed and succeeded in 4e and try to move forward from that point. And also look at other newer games ([I]13th Age[/I], [I]Shadow of the Demon Lord[/I], [I]Fate[/I], [I]Genysis[/I], [I]Star Trek Adventures[/I], [I]Weave[/I], [I]Savage Worlds[/I], [I]Tales from the Loop[/I]) and see what cool ideas can be used for inspiration. Really, what they should do when they start thinking about Pathfinder 2, is spending 6 months just playing other RPGs and testing other systems. Plus some Basic D&D. Get out of the Pathfinder box and look at what else is out there before moving forward. [I] Pathfinder 2[/I] should probably also be less generic. It should be the Golarion RPG. Lore of the setting should just be in the rules. There are lots of generic fantasy RPGs out there, but what Paizo brings to the table is their setting. That should be front and center. Just like [I]Starfinder[/I]. Well... maybe like [I]Starfinder[/I] only without all the world lore being hidden in the back of the book. Some of that should be in the introduction... It might almost depend on what releases happen when. But I think there's room for maybe one more book with subclasses, but if that doesn't come until 2020 then the existing content we have might have been consumed enough for a third class sourcebook. I doubt we're going to see more class content in 2018, especially since we haven't seen much playtesting going on. After two splatbooks with PC content in six months, I hope the November book is something other. Adventures can suffer from bloat as well. Paizo has a lot of adventures, and every new adventure can't just be adequate, but has to be better than all the previous APs. Even if something is cool and classical, like [I]Giantslayer[/I] or [I]Mummy's Mask[/I], it can fail to capture the attention with so many other adventures already out there. Focusing on world specific adventures, like the Azlanti one they just finished and the forthcoming Taldor one, are probably good ideas. They're less generic and stuff that really works with their lore and setting. For a while it seemed like they were hesitant to really play in their own sandbox, preferring to leave that to GMs. It's funny really. They set up these great big stories in their world as hooks for the GMs and I think many GMs are afraid to run with the hooks because Paizo might do an AP. Meanwhile, Paizo wants to leave those for GMs and doesn't want to change their world too much via the APs. So the biggest looming events in the world, the powder-kegs waiting go off, just don't. I think that after almost nine years, they might want to have the world evolve slightly and start declaring the events of a few APs as canon. [/QUOTE]
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