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Pathfinder Second Edition: I hear it's bad - Why Bad, How Bad?
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<blockquote data-quote="Gorgon Zee" data-source="post: 7636186" data-attributes="member: 75787"><p>For me, this was my definite experience playing in the PF2 playtest. Combats were by far the most fluid of any D&D game I've experienced. Three actions per turn combined with the big incentive to roll 10+ higher than your opponent and land a critical (plus the desire for that NOT to happen to you), plus moving opportunity attacks to a special thing some people do rather than a thing everyone does made a big difference.</p><p></p><p>Some typical rounds were:</p><p>• Move form behind cover, stab opponent in back, run off to new cover</p><p>• Hit opponent, move to new opponent, hit opponent</p><p>• Cast self-buff, move to enemy, hit enemy</p><p></p><p>The spell system, with variable effects based on how many actions you take casting, also makes for fun decisions: I can use a 3-action heal to heal everyone, but only Bob really needs it. Maybe I should move to Bob, cast a heal on him and then hit the opponent.</p><p></p><p>Raising a shield as an action is also really interesting. I recall once when a large sea creature was our solo opponent thinking I'd move in and double attack. When I saw it crit our other melee fighter on a roll of 13, I changed my mind -- move in, attack and raise shield!</p><p></p><p>4E is still my vote for the best tactical combat game, but PF2 is faster, simpler and so for a fluid combat style, it's a winner.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 7636186, member: 75787"] For me, this was my definite experience playing in the PF2 playtest. Combats were by far the most fluid of any D&D game I've experienced. Three actions per turn combined with the big incentive to roll 10+ higher than your opponent and land a critical (plus the desire for that NOT to happen to you), plus moving opportunity attacks to a special thing some people do rather than a thing everyone does made a big difference. Some typical rounds were: • Move form behind cover, stab opponent in back, run off to new cover • Hit opponent, move to new opponent, hit opponent • Cast self-buff, move to enemy, hit enemy The spell system, with variable effects based on how many actions you take casting, also makes for fun decisions: I can use a 3-action heal to heal everyone, but only Bob really needs it. Maybe I should move to Bob, cast a heal on him and then hit the opponent. Raising a shield as an action is also really interesting. I recall once when a large sea creature was our solo opponent thinking I'd move in and double attack. When I saw it crit our other melee fighter on a roll of 13, I changed my mind -- move in, attack and raise shield! 4E is still my vote for the best tactical combat game, but PF2 is faster, simpler and so for a fluid combat style, it's a winner. [/QUOTE]
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Pathfinder Second Edition: I hear it's bad - Why Bad, How Bad?
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