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*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
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<blockquote data-quote="!DWolf" data-source="post: 8100977" data-attributes="member: 7026314"><p>I don’t know if this will be helpful, but I primarily GM and so I would like to comment on these:</p><p></p><p>For point 1: I have actually had players like you (except a lot were brand new to TTRPGs in general). I have been running pathfinder 1e for a long time and since you haven’t played it I will state that it is nearly impossible for a new player to come and sit down and build a character in a reasonable amount of time. The feat list was so complex and riddled with trap options and dependencies that it was a nightmare to new players. To solve it, when a new player shows up (just to clarify that I play in a game store and allow walkins), I hand them a pregen I made that is both effective and simple to play. If that player then wants to continue long term and doesn’t want to mess with chargen, I have them create a concept - just a paragraph or two - and then create a character for them. As long as you can create a concept - a half-elf bastard who was press-ganged into the navy, “rescued” by pirates after his ship was sunk by a kraken and became a devoted follower of Besmara the goddess of sea monsters and pirates for instance - you can probably outsource your character creation as lots of people love to create characters. Or ask if you can use a (possibly reflavored) pregen.</p><p></p><p>For 2: for a player that had this problem (it was more decision paralysis in combat for him though - he was so afraid that his choice would be a wrong one he couldn’t act), I recommended listening to APs. Try to get a bunch of different groups and listen to a couple combats from each group. That gives you sort of a base line for combat and how different groups run it and the different sort of actions you can take. Just be careful because every group gets at least some of the rules wrong. </p><p></p><p>For 3: half my players are like that, both PF2E and PF1E and the one-shots for other systems I have run. I have even had a couple players play quite competently without once glancing at a rule book. As long as you have a good group/gm you only have to know how your character is unique - he can cause people to quake in their boots with his steely gaze and his fearsome presence can impact groups of people - and remind the gm of that when you are playing, the gm should be able to use their knowledge/improvisational abilities to adjudicate the situation.</p><p></p><p>For 4: I can sympathize. Finding/building a good group that wants to play what you want is tough even without Covid. I too play only in person and I think I am the last group still running at the store. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p></blockquote><p></p>
[QUOTE="!DWolf, post: 8100977, member: 7026314"] I don’t know if this will be helpful, but I primarily GM and so I would like to comment on these: For point 1: I have actually had players like you (except a lot were brand new to TTRPGs in general). I have been running pathfinder 1e for a long time and since you haven’t played it I will state that it is nearly impossible for a new player to come and sit down and build a character in a reasonable amount of time. The feat list was so complex and riddled with trap options and dependencies that it was a nightmare to new players. To solve it, when a new player shows up (just to clarify that I play in a game store and allow walkins), I hand them a pregen I made that is both effective and simple to play. If that player then wants to continue long term and doesn’t want to mess with chargen, I have them create a concept - just a paragraph or two - and then create a character for them. As long as you can create a concept - a half-elf bastard who was press-ganged into the navy, “rescued” by pirates after his ship was sunk by a kraken and became a devoted follower of Besmara the goddess of sea monsters and pirates for instance - you can probably outsource your character creation as lots of people love to create characters. Or ask if you can use a (possibly reflavored) pregen. For 2: for a player that had this problem (it was more decision paralysis in combat for him though - he was so afraid that his choice would be a wrong one he couldn’t act), I recommended listening to APs. Try to get a bunch of different groups and listen to a couple combats from each group. That gives you sort of a base line for combat and how different groups run it and the different sort of actions you can take. Just be careful because every group gets at least some of the rules wrong. For 3: half my players are like that, both PF2E and PF1E and the one-shots for other systems I have run. I have even had a couple players play quite competently without once glancing at a rule book. As long as you have a good group/gm you only have to know how your character is unique - he can cause people to quake in their boots with his steely gaze and his fearsome presence can impact groups of people - and remind the gm of that when you are playing, the gm should be able to use their knowledge/improvisational abilities to adjudicate the situation. For 4: I can sympathize. Finding/building a good group that wants to play what you want is tough even without Covid. I too play only in person and I think I am the last group still running at the store. :( [/QUOTE]
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