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<blockquote data-quote="Doctor Futurity" data-source="post: 7849198" data-attributes="member: 10738"><p>I ranked it excellent, though I have some caveats to that.</p><p></p><p>Pros:</p><p>1. 3 action economy grows on you and feels very natural</p><p>2. Combat works great with TotM play</p><p>3. it is super GM friendly</p><p>4. I like the DM mechanic and the easy way things scale</p><p>5. Lots and lots of minor revisions and tweaks in design that make it a more unified experience</p><p>6. the 10 over/under crit success/fumble mechanic is almost as much a game changer as 5E's advantage/disadvantage, and it is a great new rule</p><p>7. the game plays and feels deadlier and more high stakes overall (with a couple issues)</p><p>8. Skill mechanics are easier to adjudicate</p><p>9. the proficiency mechanic is an excellent unifying system</p><p>10. I have grown to like how ancestries work</p><p></p><p>Cons:</p><p>1. Ancestries are still overly complex, so you can't get quick PC writeups for new races in the Bestiaries like they used to </p><p>2. The rules for designing NPCs and monsters should have been in the Bestiary</p><p>3. Lots of typos and errata</p><p>4. Many things I as GM LOVE my players gripe about; they still seem obsessed with playing it, which is great, but describe the game as "GM friendly, player neutral," which I believe means "The game makes your life easier and more interesting, but seems to shackle us a lot in ways that chafe."</p><p>5. Skill feats are annoying levels of granularity that should be rolled into skills and frankly serve nothing other than to clutter up the game.</p><p>6. There are lots of interesting little mechanics which you have to check five spots in the rulebook to get the full picture on...things which look subtle but can have a big impact. Examples: "uncommon" designations for items and spells and how they interact with class advancement; what a PC can learn about magic items and how; functions of many skills that it turns out only work a certain way with specific feats; sticking runes on things, etc. etc.</p><p>7. The game's tendency to be high stakes and deadly is offset by ridiculously permissive treat wounds skill checks. </p><p></p><p>Beyond that.....my groups have been playing Pathfinder non-stop weekly since it came out and it looks like we're all in it for the long haul.</p></blockquote><p></p>
[QUOTE="Doctor Futurity, post: 7849198, member: 10738"] I ranked it excellent, though I have some caveats to that. Pros: 1. 3 action economy grows on you and feels very natural 2. Combat works great with TotM play 3. it is super GM friendly 4. I like the DM mechanic and the easy way things scale 5. Lots and lots of minor revisions and tweaks in design that make it a more unified experience 6. the 10 over/under crit success/fumble mechanic is almost as much a game changer as 5E's advantage/disadvantage, and it is a great new rule 7. the game plays and feels deadlier and more high stakes overall (with a couple issues) 8. Skill mechanics are easier to adjudicate 9. the proficiency mechanic is an excellent unifying system 10. I have grown to like how ancestries work Cons: 1. Ancestries are still overly complex, so you can't get quick PC writeups for new races in the Bestiaries like they used to 2. The rules for designing NPCs and monsters should have been in the Bestiary 3. Lots of typos and errata 4. Many things I as GM LOVE my players gripe about; they still seem obsessed with playing it, which is great, but describe the game as "GM friendly, player neutral," which I believe means "The game makes your life easier and more interesting, but seems to shackle us a lot in ways that chafe." 5. Skill feats are annoying levels of granularity that should be rolled into skills and frankly serve nothing other than to clutter up the game. 6. There are lots of interesting little mechanics which you have to check five spots in the rulebook to get the full picture on...things which look subtle but can have a big impact. Examples: "uncommon" designations for items and spells and how they interact with class advancement; what a PC can learn about magic items and how; functions of many skills that it turns out only work a certain way with specific feats; sticking runes on things, etc. etc. 7. The game's tendency to be high stakes and deadly is offset by ridiculously permissive treat wounds skill checks. Beyond that.....my groups have been playing Pathfinder non-stop weekly since it came out and it looks like we're all in it for the long haul. [/QUOTE]
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