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General Tabletop Discussion
*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
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<blockquote data-quote="!DWolf" data-source="post: 8101203" data-attributes="member: 7026314"><p>Some people find it easier to gm in pathfinder 2e because it gives encounter building guidelines that appropriately set the challenge for the party, has monsters with interesting abilities that make it easier to make interesting fights, has a broad set of rules that reduce the need to make rulings on the fly (some people really appreciate that!), has a mechanically defined exploration mode, and several more that I am sure I forgot. </p><p></p><p></p><p></p><p>While choice at creation/leveling is indeed one of the ways it is great for players, it is also great for players who like tactical play since the critical/bonus system makes combat tactics much more rewarding. Also leveling martial classes often creates more options a character can use, improving tactical play.</p><p></p><p></p><p>Handing a willing creature an item is only a single interact action (p 272 according to AoN it might be different in German). And splitting movement is no longer necessary as the thee action economy has interchangeable actions; no more separate attack, move, and bonus actions. Many players/gms find the system much more intuitive.</p><p></p><p></p><p>This may be an indication that PF2E is not for you. If you are looking for a simpler version of 5e - PF2E is not it. But people tend to exaggerate the math complexity on forums like this - take a listen to some actual plays to get a less distorted view of the system before you decide.</p><p></p><p> You are right in PF2e is map focused. That being said it is perfectly possible to run it theater of the mind (though I never tried with so many players - my max was three). I would recommend the Angry GM’s article on running combat like a dolphin if you are interested in trying.</p></blockquote><p></p>
[QUOTE="!DWolf, post: 8101203, member: 7026314"] Some people find it easier to gm in pathfinder 2e because it gives encounter building guidelines that appropriately set the challenge for the party, has monsters with interesting abilities that make it easier to make interesting fights, has a broad set of rules that reduce the need to make rulings on the fly (some people really appreciate that!), has a mechanically defined exploration mode, and several more that I am sure I forgot. While choice at creation/leveling is indeed one of the ways it is great for players, it is also great for players who like tactical play since the critical/bonus system makes combat tactics much more rewarding. Also leveling martial classes often creates more options a character can use, improving tactical play. Handing a willing creature an item is only a single interact action (p 272 according to AoN it might be different in German). And splitting movement is no longer necessary as the thee action economy has interchangeable actions; no more separate attack, move, and bonus actions. Many players/gms find the system much more intuitive. This may be an indication that PF2E is not for you. If you are looking for a simpler version of 5e - PF2E is not it. But people tend to exaggerate the math complexity on forums like this - take a listen to some actual plays to get a less distorted view of the system before you decide. You are right in PF2e is map focused. That being said it is perfectly possible to run it theater of the mind (though I never tried with so many players - my max was three). I would recommend the Angry GM’s article on running combat like a dolphin if you are interested in trying. [/QUOTE]
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