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PF2: Second Attempt Post Mortem
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<blockquote data-quote="kenada" data-source="post: 8394302" data-attributes="member: 70468"><p>Take <em>Winter’s Daughter</em>, swap out the monsters for PF2 equivalents, build hazards and traps per the GMG, and run it the exact same way you would run it in OSE or 5e. The game won’t break or have problems, and everyone can have the crunchy PF2 stuff they (presumably) like.</p><p></p><p>What I’m saying is that if you are already comfortable putting together something for other D&D games, you can do basically the same thing in PF2. If you write an OSR-style adventure, you can’t just murderhobo everything, but you couldn’t do that in OSR games either. If it’s something more trad, then at least you have tools that actually work.</p><p></p><p>If you want to learn from official adventures, the I agree the situation kind of sucks. Some will tell me I’m wrong, but I’ve always felt like they were overtuned a bit (assuming a party built with the standard point buy in PF1, which is only 15 points). They also have way too much combat.</p><p></p><p></p><p>From what I’ve read, new players have an easier time picking up PF2 than experienced ones do. I think they aren’t as prone to making tactical decisions that work other games but can be unhelpful in PF2 (or something like that). I don’t know about new GMs. I agree the size of the CRB seems like it would be intimidating, and Paizo doesn’t do enough to teach you how to run the game, but <a href="https://thealexandrian.net/wordpress/43568/roleplaying-games/game-structures-addendum-system-matters" target="_blank">PF2 isn’t alone in that</a>.</p></blockquote><p></p>
[QUOTE="kenada, post: 8394302, member: 70468"] Take [I]Winter’s Daughter[/I], swap out the monsters for PF2 equivalents, build hazards and traps per the GMG, and run it the exact same way you would run it in OSE or 5e. The game won’t break or have problems, and everyone can have the crunchy PF2 stuff they (presumably) like. What I’m saying is that if you are already comfortable putting together something for other D&D games, you can do basically the same thing in PF2. If you write an OSR-style adventure, you can’t just murderhobo everything, but you couldn’t do that in OSR games either. If it’s something more trad, then at least you have tools that actually work. If you want to learn from official adventures, the I agree the situation kind of sucks. Some will tell me I’m wrong, but I’ve always felt like they were overtuned a bit (assuming a party built with the standard point buy in PF1, which is only 15 points). They also have way too much combat. From what I’ve read, new players have an easier time picking up PF2 than experienced ones do. I think they aren’t as prone to making tactical decisions that work other games but can be unhelpful in PF2 (or something like that). I don’t know about new GMs. I agree the size of the CRB seems like it would be intimidating, and Paizo doesn’t do enough to teach you how to run the game, but [URL='https://thealexandrian.net/wordpress/43568/roleplaying-games/game-structures-addendum-system-matters']PF2 isn’t alone in that[/URL]. [/QUOTE]
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