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PF2: Second Attempt Post Mortem
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<blockquote data-quote="Justice and Rule" data-source="post: 8393644" data-attributes="member: 6778210"><p>I'll be honest: there are very few APs in any system that I've ever really wanted to run out of the box besides stuff written for Delta Green. Give me a setting book and I can make up a ton of stuff around it (Helloooooooo Freeport!), but give me a simple adventure and I find myself straining against it. For me I feel like I'm messing up if I'm not keeping them on task, which I hate and makes the whole thing even more of a job. It's just so much easier to let the players figure out what they want to do and then adjust to that, rather than trying to continually nudge them back on track.</p><p></p><p></p><p></p><p>I mean, isn't the point to not have to do 3 Attacks, but to encourage other stuff?</p><p></p><p></p><p></p><p>Oof, I gotta disagree here. 3.X skills are honestly godawful, being fiddly as hell as the distribution of skill points is just never good. Plus the skill list is just <em>terrible</em>.</p><p></p><p>5E is better in some ways, but worse in others. In 5E there's no point to going outside of your best attributes because it'll take way too long to advance in a way that you aren't outshone by someone who specializes in the attribute, which I call the Ranger/Paladin Dilemma: generally speaking you would expect the Ranger to be better with animals given that the class is meant to be focused on being with nature. However because Charisma is not a stat they use, they'll almost certainly be outshone by your average Paladin in Animal Handling for quite a while because the Paladin is focused on improving their Charisma. The whole thing stifles going out of your lane with skills, to the point that I came up with a system to try and make having the skill more worthwhile than having the stats. Plus while the proficiency modifier is a good idea, attaching it only level growth was a mistake. Also the skill list could be done a whole lot better.</p><p></p><p>This was one of the huge things that got me into PF2: a solidly done skill list, classes getting important skills off the bat (Oh my <em><strong>god</strong></em>, the 5E Ranger just gets shanked by not having Nature and Survival off the bat), giving everyone Perception via class, and a system that rewards people for investing in skills rather than just attributes. Now you can have someone who isn't great in an attribute but make up for it by being rather skilled at it.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 8393644, member: 6778210"] I'll be honest: there are very few APs in any system that I've ever really wanted to run out of the box besides stuff written for Delta Green. Give me a setting book and I can make up a ton of stuff around it (Helloooooooo Freeport!), but give me a simple adventure and I find myself straining against it. For me I feel like I'm messing up if I'm not keeping them on task, which I hate and makes the whole thing even more of a job. It's just so much easier to let the players figure out what they want to do and then adjust to that, rather than trying to continually nudge them back on track. I mean, isn't the point to not have to do 3 Attacks, but to encourage other stuff? Oof, I gotta disagree here. 3.X skills are honestly godawful, being fiddly as hell as the distribution of skill points is just never good. Plus the skill list is just [I]terrible[/I]. 5E is better in some ways, but worse in others. In 5E there's no point to going outside of your best attributes because it'll take way too long to advance in a way that you aren't outshone by someone who specializes in the attribute, which I call the Ranger/Paladin Dilemma: generally speaking you would expect the Ranger to be better with animals given that the class is meant to be focused on being with nature. However because Charisma is not a stat they use, they'll almost certainly be outshone by your average Paladin in Animal Handling for quite a while because the Paladin is focused on improving their Charisma. The whole thing stifles going out of your lane with skills, to the point that I came up with a system to try and make having the skill more worthwhile than having the stats. Plus while the proficiency modifier is a good idea, attaching it only level growth was a mistake. Also the skill list could be done a whole lot better. This was one of the huge things that got me into PF2: a solidly done skill list, classes getting important skills off the bat (Oh my [I][B]god[/B][/I], the 5E Ranger just gets shanked by not having Nature and Survival off the bat), giving everyone Perception via class, and a system that rewards people for investing in skills rather than just attributes. Now you can have someone who isn't great in an attribute but make up for it by being rather skilled at it. [/QUOTE]
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