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PF2: Second Attempt Post Mortem
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<blockquote data-quote="FrozenNorth" data-source="post: 8390943" data-attributes="member: 7020832"><p>I was part of [USER=42040]@Retreater[/USER] ’s group, and I just thought that I would give my two copper.</p><p></p><p>PF2 has a lot of fiddly subsystems that are designed to bite <em>hard</em> if you don’t care about them.*</p><p></p><p>Don’t care about the exploration subsystem? Your rogue is denied sneak attack of each first round of combat.</p><p>Don’t care about the treasure subsystem? Waiting an extra level or two until a striking rune drops hits your martial’s effectiveness hard.</p><p>Don’t care about the char gen minigame? What is the life expectancy of a low-level 12 Dex wizard against a +1 enemy?</p><p>Don’t care about sneak mini-game? Tough to avoid if enemies ambush or use invisibilty.</p><p>Don’t care (or have trouble) managing the Hero Point mini-game)? The team is that much more fragile.</p><p>Don’t care for the healing mini-game? Sorry, you are out of luck!</p><p>Item-crafting/fixing mini-game? This one you can avoid…unless you are a sword and board fighter.</p><p></p><p>So, you either force yourself to interact with a mini-game you don’t particularly enjoy (unless everyone BOTH agrees to ignore it and AND groks the system enough to compensate for its absence) or you just suffer the effects of ignoring it.</p><p></p><p>*Caveat: I’m aware that the GMG contains variants to some of these systems. Some of those variants mean more work for the GM and eschewing tools available online. Also, it requires the group both agreeing on a diagnosis and implementing the change. Finally, if you have torn out all of the subsystems and replaced them with variants, at what point aren’t you just better changing to a different game altogether?</p></blockquote><p></p>
[QUOTE="FrozenNorth, post: 8390943, member: 7020832"] I was part of [USER=42040]@Retreater[/USER] ’s group, and I just thought that I would give my two copper. PF2 has a lot of fiddly subsystems that are designed to bite [I]hard[/I] if you don’t care about them.* Don’t care about the exploration subsystem? Your rogue is denied sneak attack of each first round of combat. Don’t care about the treasure subsystem? Waiting an extra level or two until a striking rune drops hits your martial’s effectiveness hard. Don’t care about the char gen minigame? What is the life expectancy of a low-level 12 Dex wizard against a +1 enemy? Don’t care about sneak mini-game? Tough to avoid if enemies ambush or use invisibilty. Don’t care (or have trouble) managing the Hero Point mini-game)? The team is that much more fragile. Don’t care for the healing mini-game? Sorry, you are out of luck! Item-crafting/fixing mini-game? This one you can avoid…unless you are a sword and board fighter. So, you either force yourself to interact with a mini-game you don’t particularly enjoy (unless everyone BOTH agrees to ignore it and AND groks the system enough to compensate for its absence) or you just suffer the effects of ignoring it. *Caveat: I’m aware that the GMG contains variants to some of these systems. Some of those variants mean more work for the GM and eschewing tools available online. Also, it requires the group both agreeing on a diagnosis and implementing the change. Finally, if you have torn out all of the subsystems and replaced them with variants, at what point aren’t you just better changing to a different game altogether? [/QUOTE]
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