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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: 8141721" data-attributes="member: 7026314"><p>I too love PF2E- mostly for the same reasons Porridge and Doctor Futurity have already listed. But also: <ul> <li data-xf-list-type="ul">Exploration mode mechanics, skill actions, and the GMG subsystems let me focus most of the game on exploration. This is pretty much why I play it over pathfinder 1e or dnd 5e.</li> <li data-xf-list-type="ul">The hazard system lets me represent a large variety of hazards with one unified rule mechanic (that I can print onto 4x6 index cards and flip through very quickly at the table).</li> <li data-xf-list-type="ul">Top down casting is fantastic. Having guilt free utility spells for use in exploration mode just opens up so much choice for the wizard/cleric. </li> <li data-xf-list-type="ul">Defense is important in combat. Unlike previous editions of DnD and PF1e which tended to skew heavily towards offensive actions, especially at higher levels, defensive actions are very worthwhile and often the difference between winning and losing (my players really sweat when they can’t get their shield up or step away from the enemy and I can’t remember the last time someone chose to do nothing but strike).</li> <li data-xf-list-type="ul">The difficult of encounters and exploration mode creates a much wider space for tactics. I have seen: melee characters form a battle line and when the enemy engaged the line the hidden wizard fired an AoE into them for massive damage; two fighters coordinating to tank a foe, swapping out with each other for healing as necessary; PCs retreating from combat (it is actually a standard tactic they consider!); PCs retreating from combat, going into exploration (chase) mode, find an obstacle they can use to their advantage, turning around and fighting, and then repeating the process; and more. It makes combat interesting.</li> <li data-xf-list-type="ul">It’s easy to make boss creatures and boss fights. Also the ‘puzzle’ nature of monster design and the generic difficulty level helps focus back on the exploration aspect of the game - players want to scout and pick the location of their fights or try and focus on certain opponents while avoiding others, etc. </li> <li data-xf-list-type="ul">I find that it is easy to achieve a flow state playing pf2e - higher emphasis on player skill, exploration and encounter mode switching out to provide a variety of different challenges, and the overall difficulty level all work together to make game super engaging.</li> </ul></blockquote><p></p>
[QUOTE="!DWolf, post: 8141721, member: 7026314"] I too love PF2E- mostly for the same reasons Porridge and Doctor Futurity have already listed. But also:[list] [*]Exploration mode mechanics, skill actions, and the GMG subsystems let me focus most of the game on exploration. This is pretty much why I play it over pathfinder 1e or dnd 5e. [*]The hazard system lets me represent a large variety of hazards with one unified rule mechanic (that I can print onto 4x6 index cards and flip through very quickly at the table). [*]Top down casting is fantastic. Having guilt free utility spells for use in exploration mode just opens up so much choice for the wizard/cleric. [*]Defense is important in combat. Unlike previous editions of DnD and PF1e which tended to skew heavily towards offensive actions, especially at higher levels, defensive actions are very worthwhile and often the difference between winning and losing (my players really sweat when they can’t get their shield up or step away from the enemy and I can’t remember the last time someone chose to do nothing but strike). [*]The difficult of encounters and exploration mode creates a much wider space for tactics. I have seen: melee characters form a battle line and when the enemy engaged the line the hidden wizard fired an AoE into them for massive damage; two fighters coordinating to tank a foe, swapping out with each other for healing as necessary; PCs retreating from combat (it is actually a standard tactic they consider!); PCs retreating from combat, going into exploration (chase) mode, find an obstacle they can use to their advantage, turning around and fighting, and then repeating the process; and more. It makes combat interesting. [*]It’s easy to make boss creatures and boss fights. Also the ‘puzzle’ nature of monster design and the generic difficulty level helps focus back on the exploration aspect of the game - players want to scout and pick the location of their fights or try and focus on certain opponents while avoiding others, etc. [*]I find that it is easy to achieve a flow state playing pf2e - higher emphasis on player skill, exploration and encounter mode switching out to provide a variety of different challenges, and the overall difficulty level all work together to make game super engaging. [/list] [/QUOTE]
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Regarding the complexity of Pathfinder 2
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