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PF2 Playtest: 10 Things I Like
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<blockquote data-quote="Datalore" data-source="post: 7484302" data-attributes="member: 6805042"><p>I wanted to make this thread for folks to list things they like about this edition and why. This is less for folks to snipe eachother or take apart their points.</p><p></p><p>Heres my list of the first 10 things that popped into my head (not necessarily my top ten):</p><p></p><p>1. Weapons feel distinct and interesting. Between the tags and critical specialization effects, weapon choice means far more than in 5E.</p><p></p><p>2. I love the skill system. The TEML bonuses gating certain feats is great design. Its not the DCs that matter as much as the cool special crap you learn to do with your skills. That seems much more fun to me. This is way better than 5E which feels incredibly random and flat as far as skill use goes.</p><p></p><p>3. I love that the barbarian can rage all he wants. 5E barbs in groups I have dmed for have often run out of rage and felt useless afterwards. At least in games from levels 1 to 8 (most of my games).</p><p></p><p>4. Cantrips feel good. They get auto heightened like they do in 5E but they do not feel quite as powerful as they do in 5E (which I think is a good thing). Guidance is a good example of this. It works similarly but also confers a Bolstered condition which prevents from spamming it all day on the same person. Nice!</p><p></p><p>5. Dex to damage is only for rogues as far as I can tell. This is good. In 5E, dex just felt better unless you allowed those overpowered feats.</p><p></p><p>6. The action economy is brilliant. I love everything about it. Characters get to make meaningful choices based on how many actions get used up. This feels very tactical. Situationally, this should lead to players mixing it up more than they usually do in other systems.</p><p></p><p>7. Class gated feats. I love this. This prevents every player with a two hander from picking the same 5 weapon style feats. It makes characters different. They claim to want to add more feats so more fighting styles can be used differently across different classes. Love it! By the same token, these feats dont feel game breaking like they do in 5e.</p><p></p><p>8. Multiclassing! I disallowed multiclassing in my 5E games due to all the Sorlock/etc cheese that was possible. By comparison, PF playtest multiclassing feels much much better.</p><p></p><p>9. NPC statblocks. I hated 3.X enemy stat blocks. They were often long and required large degrees of page flipping. These feel far more manageable in play. Also, enemies seem to be more interesting to play (and fight against) as well.</p><p></p><p>10. The number of spells per day is lower. This combined with true Vancian casting should do plenty to keep casters from going full quadratic.</p><p></p><p>Please, dont reply with what you agree or disagree with. Just list what you like.</p></blockquote><p></p>
[QUOTE="Datalore, post: 7484302, member: 6805042"] I wanted to make this thread for folks to list things they like about this edition and why. This is less for folks to snipe eachother or take apart their points. Heres my list of the first 10 things that popped into my head (not necessarily my top ten): 1. Weapons feel distinct and interesting. Between the tags and critical specialization effects, weapon choice means far more than in 5E. 2. I love the skill system. The TEML bonuses gating certain feats is great design. Its not the DCs that matter as much as the cool special crap you learn to do with your skills. That seems much more fun to me. This is way better than 5E which feels incredibly random and flat as far as skill use goes. 3. I love that the barbarian can rage all he wants. 5E barbs in groups I have dmed for have often run out of rage and felt useless afterwards. At least in games from levels 1 to 8 (most of my games). 4. Cantrips feel good. They get auto heightened like they do in 5E but they do not feel quite as powerful as they do in 5E (which I think is a good thing). Guidance is a good example of this. It works similarly but also confers a Bolstered condition which prevents from spamming it all day on the same person. Nice! 5. Dex to damage is only for rogues as far as I can tell. This is good. In 5E, dex just felt better unless you allowed those overpowered feats. 6. The action economy is brilliant. I love everything about it. Characters get to make meaningful choices based on how many actions get used up. This feels very tactical. Situationally, this should lead to players mixing it up more than they usually do in other systems. 7. Class gated feats. I love this. This prevents every player with a two hander from picking the same 5 weapon style feats. It makes characters different. They claim to want to add more feats so more fighting styles can be used differently across different classes. Love it! By the same token, these feats dont feel game breaking like they do in 5e. 8. Multiclassing! I disallowed multiclassing in my 5E games due to all the Sorlock/etc cheese that was possible. By comparison, PF playtest multiclassing feels much much better. 9. NPC statblocks. I hated 3.X enemy stat blocks. They were often long and required large degrees of page flipping. These feel far more manageable in play. Also, enemies seem to be more interesting to play (and fight against) as well. 10. The number of spells per day is lower. This combined with true Vancian casting should do plenty to keep casters from going full quadratic. Please, dont reply with what you agree or disagree with. Just list what you like. [/QUOTE]
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