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General Tabletop Discussion
*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
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<blockquote data-quote="kenada" data-source="post: 8100881" data-attributes="member: 70468"><p>The way it works in practice once you’ve picked your ABCs is that you only have a few options available at a time. If you’re not into optimization, you can just pick something that looks cool and not have to worry about the other options nor that you accidentally picked the wrong choice.</p><p></p><p></p><p>PF2 expects the party to fight like a team. There are some rules of thumb you can develop over time (imposing flat-footed is good, take advantage of movement to force opponents to waste actions, etc). The big thing is talking to and coordinating with the other party members. However, yours is definitely a valid concern.</p><p></p><p></p><p>PF2 provides a very solid framework for adjudicating improvised actions. I’ve had my players do some weird stuff (like trying to talking in a funny voice with a ghoul’s corpse to trick other ghouls in another room. Where it gets in your way is if you think you can get a bonus or benefit just by making a check. I’d argue that’s a problem in other games too, but it definitely steps on the toes of PF2’s niche protection.</p><p></p><p>My advice for other GMs is to look at the VP subsystem. It’s very easy to improvise a challenge to accomplish a goal, and it also gets everyone involved. One of my PCs wanted to convince the group’s expedition to follow her and move to a new location. I could have said she couldn’t do it because she didn’t have Group Impression and enough Diplomacy proficiency to convince that many people, but I ran it as an influence challenge instead.</p><p></p><p>I set the timeframe to before, during, and after dinner. That gave them three turns to make their case. During this time, some of them used Diplomacy to try to persuade them, but some of the other characters took other tacks. The fighter gave a combat demonstration. I think another one tried cooking something for the expedition (and failed). In the end, they succeeded, and it was a lot more fun than just a couple of Diplomacy checks (to Make an Impression and then a Request).</p><p></p><p></p><p>Yeah, that sucks. It’s also disheartening to hear that FLGSes are dropping PF2 groups. Maybe things will get better as PF1 games wrap up. I don’t know. <img class="smilie smilie--emoji" alt="😐" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f610.png" title="Neutral face :neutral_face:" data-shortname=":neutral_face:" loading="lazy" width="64" height="64" /> I’m lucky that my group was willing to switch, and we’ve been able to continue playing online.</p></blockquote><p></p>
[QUOTE="kenada, post: 8100881, member: 70468"] The way it works in practice once you’ve picked your ABCs is that you only have a few options available at a time. If you’re not into optimization, you can just pick something that looks cool and not have to worry about the other options nor that you accidentally picked the wrong choice. PF2 expects the party to fight like a team. There are some rules of thumb you can develop over time (imposing flat-footed is good, take advantage of movement to force opponents to waste actions, etc). The big thing is talking to and coordinating with the other party members. However, yours is definitely a valid concern. PF2 provides a very solid framework for adjudicating improvised actions. I’ve had my players do some weird stuff (like trying to talking in a funny voice with a ghoul’s corpse to trick other ghouls in another room. Where it gets in your way is if you think you can get a bonus or benefit just by making a check. I’d argue that’s a problem in other games too, but it definitely steps on the toes of PF2’s niche protection. My advice for other GMs is to look at the VP subsystem. It’s very easy to improvise a challenge to accomplish a goal, and it also gets everyone involved. One of my PCs wanted to convince the group’s expedition to follow her and move to a new location. I could have said she couldn’t do it because she didn’t have Group Impression and enough Diplomacy proficiency to convince that many people, but I ran it as an influence challenge instead. I set the timeframe to before, during, and after dinner. That gave them three turns to make their case. During this time, some of them used Diplomacy to try to persuade them, but some of the other characters took other tacks. The fighter gave a combat demonstration. I think another one tried cooking something for the expedition (and failed). In the end, they succeeded, and it was a lot more fun than just a couple of Diplomacy checks (to Make an Impression and then a Request). Yeah, that sucks. It’s also disheartening to hear that FLGSes are dropping PF2 groups. Maybe things will get better as PF1 games wrap up. I don’t know. 😐 I’m lucky that my group was willing to switch, and we’ve been able to continue playing online. [/QUOTE]
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