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<blockquote data-quote="Rhianni32" data-source="post: 7848028" data-attributes="member: 68272"><p>I rated as Excellent (*)</p><p></p><p>I gave my initial thoughts in the actual GM experience thread after 1 session. The following are my updated thoughts as a GM after 5 sessions and a lot of metagaming and feedback talk with my players.</p><p></p><p><strong>3 Action Economy</strong>: Paradoxically, this system feels more storytelling vs mechanic gaming. Which is crazy because at first look with all the traits it seems like a hassle to learn. but it actually flows very smoothly.</p><p>D&D 5ed: I unarmed attack and then I want to shove, wait that's 2 standards ok so I draw my weapon as part of my standard, oh no wait I already used my free interact when I sheathed my bow during my move so I guess this is a bonus action...</p><p>PF2: I draw my sword, stride, and strike. I rage and then strike twice.</p><p>it took some getting used to but its flowing with the players better than years of 5ed did.</p><p></p><p><strong>Monster Creation: </strong>The playtest of the monster creation rules is so refreshing. I really hate monster systems where you have to build the monster from scratch starting with base stats and then using point buy or adding on levels that in the end is way too overpowered or underpowered for a group and you start over. Look I have a group of 3rd level PCs just giving me something close to what would be a challenge and I'll adjust for flavor.</p><p></p><p><strong>Monster Adjustment and Encounter building</strong>: Another problem I had at first was the tight level range of monsters vs PC. +1 was tough, +2 was getting dangerous. I thought this was going to give less utility for monsters. However, again paradoxically, the rules are giving me more storytelling freedom.</p><p></p><p>In most rules you have your monster manual with baddies to fight and its up to you to figure out how to tone down or improve them to suit your party.</p><p>In PF2 though we have "weak" and "elite" levels adjustments. The players will never know or care that they fought a weak orc warchief vs an authentic one. Yet if I did go RAW with its statblock it would have been a tough fight and also a solo fight so the orc horde feel is missed. -1 level isn't giving me a lot to work with encounter building wise but it helps.</p><p></p><p><strong>Rule support</strong>: Possibly unpopular opinion but I liked having splat books in D&D 3.0. In 5ed we have PHB, XGE and that's about it for 5 years now. The 3rd party products on DMGuild have filled in the holes but it can be hard to find good quality that I would want to use. </p><p></p><p><strong>More than just combat</strong>: Almost every edition of D&D is "here is some combat! oh and some skills and things to do while resting for you next combat". 4ed skill challenges tried giving the appearance they care about non combat stuff but then they abandoned it. A lot of other games are like this too so I don't want to just pick on D&D.</p><p>I'm happy with how the PF2 exploration and downtime framework is shaping up. In looking at what they did in PF1 there is a lot more coming.</p><p></p><p>(*) Disclaimer: I've only GMed 1st - 3rd level PCs. I've played enough rulesets to know that sometimes rules fall apart at later levels and this could drop my view of PF2. I don't think that will happen but am open to that possibility that in a month from now I will hate the rules.</p><p>/StaresColdlyatMERP</p></blockquote><p></p>
[QUOTE="Rhianni32, post: 7848028, member: 68272"] I rated as Excellent (*) I gave my initial thoughts in the actual GM experience thread after 1 session. The following are my updated thoughts as a GM after 5 sessions and a lot of metagaming and feedback talk with my players. [B]3 Action Economy[/B]: Paradoxically, this system feels more storytelling vs mechanic gaming. Which is crazy because at first look with all the traits it seems like a hassle to learn. but it actually flows very smoothly. D&D 5ed: I unarmed attack and then I want to shove, wait that's 2 standards ok so I draw my weapon as part of my standard, oh no wait I already used my free interact when I sheathed my bow during my move so I guess this is a bonus action... PF2: I draw my sword, stride, and strike. I rage and then strike twice. it took some getting used to but its flowing with the players better than years of 5ed did. [B]Monster Creation: [/B]The playtest of the monster creation rules is so refreshing. I really hate monster systems where you have to build the monster from scratch starting with base stats and then using point buy or adding on levels that in the end is way too overpowered or underpowered for a group and you start over. Look I have a group of 3rd level PCs just giving me something close to what would be a challenge and I'll adjust for flavor. [B]Monster Adjustment and Encounter building[/B]: Another problem I had at first was the tight level range of monsters vs PC. +1 was tough, +2 was getting dangerous. I thought this was going to give less utility for monsters. However, again paradoxically, the rules are giving me more storytelling freedom. In most rules you have your monster manual with baddies to fight and its up to you to figure out how to tone down or improve them to suit your party. In PF2 though we have "weak" and "elite" levels adjustments. The players will never know or care that they fought a weak orc warchief vs an authentic one. Yet if I did go RAW with its statblock it would have been a tough fight and also a solo fight so the orc horde feel is missed. -1 level isn't giving me a lot to work with encounter building wise but it helps. [B]Rule support[/B]: Possibly unpopular opinion but I liked having splat books in D&D 3.0. In 5ed we have PHB, XGE and that's about it for 5 years now. The 3rd party products on DMGuild have filled in the holes but it can be hard to find good quality that I would want to use. [B]More than just combat[/B]: Almost every edition of D&D is "here is some combat! oh and some skills and things to do while resting for you next combat". 4ed skill challenges tried giving the appearance they care about non combat stuff but then they abandoned it. A lot of other games are like this too so I don't want to just pick on D&D. I'm happy with how the PF2 exploration and downtime framework is shaping up. In looking at what they did in PF1 there is a lot more coming. (*) Disclaimer: I've only GMed 1st - 3rd level PCs. I've played enough rulesets to know that sometimes rules fall apart at later levels and this could drop my view of PF2. I don't think that will happen but am open to that possibility that in a month from now I will hate the rules. /StaresColdlyatMERP [/QUOTE]
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