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Regarding the complexity of Pathfinder 2
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<blockquote data-quote="kenada" data-source="post: 8101205" data-attributes="member: 70468"><p>I’ve run campaigns in both 5e and PF2. I’ve run both pre-written modules and my own stuff. I find they both take about the same time to prep for a session. To 5e’s credit, the adventures are not all the same structurally, so it might have the advantage there depending on what you’re going to run (I’ve run <em>Murder in Baldur’s Gate</em> and <em>Hoard of the Dragon Queen</em>). I always found PF1 APs were a slog to prep because of how much I had to augment in my notes to make them usable at the table.</p><p></p><p>For things outside of prepping, I find PF2 easier to do homebrew monsters and other things. The creature, hazard, and item creation guidelines in the GMG are pretty solid. That’s not a slight on 5e, but the monster creation procedure in the DMG is pretty clunky to use. I really prefer building to a benchmark instead, which is how PF2 does it. However, I thought I read recently that someone had reversed-engineered the stats from the MM, so maybe a benchmark-based approach is possible now in 5e.</p><p></p><p></p><p>Some people think that stuff is fun (even the planning). However, you don’t have to plan. PF2 lacks the trap options and feat taxes from PF1, so players who just want to pick cool options can choose stuff as they gain a new level. If you don’t care, each class has a few build suggestions you can follow.</p><p></p><p></p><p>Coming from other games, this seems awkward, but keep in mind that an action is ~2s long. Instead of having an exception in the rules that you can do some things during your turn, you just resolve them with the same action economy as everything else. If someone wants to open a door and get out a potion, they still have one action left. They don’t completely mess up their turn just because they wanted to do two ‘trivial’ things this time.</p><p></p><p></p><p>You can write this stuff down, so only the floating modifier changes during combat (e.g., a circumstance bonus from <em>bless</em>), but that only goes so far. If the group is bad about remember things, the GM will have to stay on top of that to remind them.</p><p></p><p></p><p>If it helps, PF2 advocates rolling individual initiative for monsters. When a monster’s turn comes up, you only have to focus on one at a time. (The reason for this is having all the monsters go at once can be dangerous for the PCs because they can team up and kill someone before the party can do anything to stop it.)</p><p></p><p></p><p>That’s a pretty fair observation. You might be able to pull it off by tracking positions behind the screen, but it’s going to be a challenge, especially with that many people.</p></blockquote><p></p>
[QUOTE="kenada, post: 8101205, member: 70468"] I’ve run campaigns in both 5e and PF2. I’ve run both pre-written modules and my own stuff. I find they both take about the same time to prep for a session. To 5e’s credit, the adventures are not all the same structurally, so it might have the advantage there depending on what you’re going to run (I’ve run [I]Murder in Baldur’s Gate[/I] and [I]Hoard of the Dragon Queen[/I]). I always found PF1 APs were a slog to prep because of how much I had to augment in my notes to make them usable at the table. For things outside of prepping, I find PF2 easier to do homebrew monsters and other things. The creature, hazard, and item creation guidelines in the GMG are pretty solid. That’s not a slight on 5e, but the monster creation procedure in the DMG is pretty clunky to use. I really prefer building to a benchmark instead, which is how PF2 does it. However, I thought I read recently that someone had reversed-engineered the stats from the MM, so maybe a benchmark-based approach is possible now in 5e. Some people think that stuff is fun (even the planning). However, you don’t have to plan. PF2 lacks the trap options and feat taxes from PF1, so players who just want to pick cool options can choose stuff as they gain a new level. If you don’t care, each class has a few build suggestions you can follow. Coming from other games, this seems awkward, but keep in mind that an action is ~2s long. Instead of having an exception in the rules that you can do some things during your turn, you just resolve them with the same action economy as everything else. If someone wants to open a door and get out a potion, they still have one action left. They don’t completely mess up their turn just because they wanted to do two ‘trivial’ things this time. You can write this stuff down, so only the floating modifier changes during combat (e.g., a circumstance bonus from [I]bless[/I]), but that only goes so far. If the group is bad about remember things, the GM will have to stay on top of that to remind them. If it helps, PF2 advocates rolling individual initiative for monsters. When a monster’s turn comes up, you only have to focus on one at a time. (The reason for this is having all the monsters go at once can be dangerous for the PCs because they can team up and kill someone before the party can do anything to stop it.) That’s a pretty fair observation. You might be able to pull it off by tracking positions behind the screen, but it’s going to be a challenge, especially with that many people. [/QUOTE]
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