PF1 classic and PF2 are very different beasts. In PF1, the players can usually punch above their weight with some planning, optimization, and strategy. Its far more inconsistent based on groups and CR challenges. Wild west I guess you can call it. PF2 is designed to be more consistent. A CR challenge is a CR challenge regardless of party. Tactics matter more than optimization and strategy.
7 players is very difficult to account for in any system, IME. It's likely the adjustments the GM had to make were off or there was little guidance for that size of party. Paizo material usually assumes a 4 player party.
A previous comment was that we probably hurt ourselves by having played too much D&D and PF1, and thus expecting that PF2 would be similar. Quite true. Also a comment I got on another forum, was that Pathfinder-scenarios are perfectly balanced, IF (and that is a big IF) you play min/maxed characters. That is stretching it a bit imo, but not too far from the truth.
FYI for any idle browsers - this website is massively out of date and names things in confusing ways because they can't use official names. Always use either Archives of Nethys, the official reference website, or Pathfinder 2 | easy Actions Library | Beta as an alternative.Sure there is.
A previous comment was that we probably hurt ourselves by having played too much D&D and PF1, and thus expecting that PF2 would be similar. Quite true. Also a comment I got on another forum, was that Pathfinder-scenarios are perfectly balanced, IF (and that is a big IF) you play min/maxed characters. That is stretching it a bit imo, but not too far from the truth.
I don't think this is really true. It will, however, penalize you if you go out of your way to make odd choices (low Int wizards and similar perverse decisions) to a degree that has not been typical throughout the D&D sphere. But mediocre builds that don't tight the screws until they creak are still functional as long as you pay attention to what you're doing.
This is spot on. Id like to add that if you play PF2 the same way you play 5e, odds are you are going to have a very tough time.Agreeing with Thomas here.
You don't need min/max. It's actually hard to min/max PF2E. The balance protects against "most" bad decisions. There are a few catches to that, but they're not pitfalls people fall into all that often.
Making your characters as a team is NOT min/maxing. It's just building a group comp. I can't be the only person who's ever played an MMO here. But to me it just makes sense to build for a team who's abilities compliment each other. Which is a LOT more lenient than any MMO lets you be - even Guild Wars 2.
Most problems won't come from the team comp, but from the team playstyle. A Leeroy Jenkins player can wipe you. A "Mr Solo" PC can cause big problems. A player playing in the frontline who is timid, or who doesn't use tactical options will cause problems. "Main character syndrome" which is often talked about on 'D&D horror stories" can break a PF2E group much faster than it will break a D&D one. In D&D it destroys the social dynamic and fun of everyone else - in PF2E is ALSO gets the group killed.
But you can more or less get 4 people, pick 4 classes at random, and pick your feats and abilities at random and be mostly OK. You WILL have healing issues if no one landed on that - but good team play can help there.
Actually, right out the gate with stat allocation is a giant trap. If you dont stick with 1-2 different stat arrays, particularly maxing your main stat, life is going to be absolute hell for that PC. The more you even out the stats the less viable the PC. PF2 went with the 4E design of pump 1-2 stats and forget the rest design. Fine if you like that, but I prefer MAD design so found it disappointing. Especially, since they had their seemingly organic PC stat design which you basically wave away after the first time you make a PC.You don't need min/max. It's actually hard to min/max PF2E. The balance protects against "most" bad decisions. There are a few catches to that, but they're not pitfalls people fall into all that often.
As an aside, this is one reason I've kind of soured on having attributes/ability scores in the first place and come to prefer the The Troubleshooters solution where Strength, Agility, Endurance, Charm, and Willpower are skills just like any other and where they don't have any bearing on other skills. So there's no correlation between being an acrobat, being a pickpocket, and being a sniper.Actually, right out the gate with stat allocation is a giant trap. If you dont stick with 1-2 different stat arrays, particularly maxing your main stat, life is going to be absolute hell for that PC. The more you even out the stats the less viable the PC. PF2 went with the 4E design of pump 1-2 stats and forget the rest design. Fine if you like that, but I prefer MAD design so found it disappointing. Especially, since they had their seemingly organic PC stat design which you basically wave away after the first time you make a PC.
The stats dont bother me as long as I got choice in my characters abilities. For example, you can build strength and/or Dex fighters and rangers in PF1. You can even build a melee spec caster who drops their primary to diversify their stats. Of course, you need to be able to optimize to make these viable. The greatest feature of 3E/PF1 is also its biggest pitfall. The gap between optimized and not can fit in the Grand Canyon.As an aside, this is one reason I've kind of soured on having attributes/ability scores in the first place and come to prefer the The Troubleshooters solution where Strength, Agility, Endurance, Charm, and Willpower are skills just like any other and where they don't have any bearing on other skills. So there's no correlation between being an acrobat, being a pickpocket, and being a sniper.
Would take a lot of work to implement in a D&D-like game though.
Actually, right out the gate with stat allocation is a giant trap. If you dont stick with 1-2 different stat arrays, particularly maxing your main stat, life is going to be absolute hell for that PC. The more you even out the stats the less viable the PC. PF2 went with the 4E design of pump 1-2 stats and forget the rest design. Fine if you like that, but I prefer MAD design so found it disappointing. Especially, since they had their seemingly organic PC stat design which you basically wave away after the first time you make a PC.