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Regarding the complexity of Pathfinder 2
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<blockquote data-quote="JmanTheDM" data-source="post: 8142524" data-attributes="member: 6791902"><p>I also love pf2. been a 5e gm since next. never ran 3.5, pf1. this is based off of approx 25 sessions as a gm - with 1 home brew, 1 fully completed plaguestone, and now partially into The slithering. what I love:</p><ul> <li data-xf-list-type="ul">3-action economy</li> <li data-xf-list-type="ul">exploration mode</li> <li data-xf-list-type="ul">tough encounters that are interesting and monsters have real options (though I suck as a tactical GM).</li> <li data-xf-list-type="ul">the homebrew game - has several complete newbs to TTRPG's. PF2 is SUPER EASY to remove most of the complexity and play it fast and loose without removing the heart of the game (3-actions etc). with the more experienced group, I dial up the complexity. and removing elements doesn't change the user experience one bit. they still make skill rolls, use feats, 3-actions, and have conditions - but way less.</li> <li data-xf-list-type="ul">love that this is a game that is centered around player choice. I've had 1 player play 2 different monks, and they were completely different, and different in ways that 5e could never be.</li> <li data-xf-list-type="ul">related to the last point, while the feats are a great way to tell the GM what is important to the character, it has never been an anchor to me for my game. for example - the combat climber example used upthread, I would never, ever, contemplate saying no to a PC because they didn't have a specific feat to attempt combat while climbing. allowing player awesomeness is pretty basic GM'ing 101 adjudication with a "yes.. but" mindset. never have I, nor never will I say "Hold On, I've got to look for the absence of a feat to see if this is possible..." so feats take on an aura of a reminder system (players remind themselves of what they are good at), gm's remind themselves as to what players want to have happen to them ("I want to fight on cliff's, because I've invested in that).</li> <li data-xf-list-type="ul">I've found that PF2e has been IDEAL for virtual tabletop play. I've run it in both Roll20 and Fantasy Grounds. I agree that it requires needing to have browsers open to quickly look up rules, and yes, rule lookups do happen quite a bit more often than 5e, but this has actually been a feature not a bug. because we can look up at the VTT a rule, we're getting a more RAW experience. in person 5e play that I did previously, we'd rarely (except for really important questions) stop play and flip pages. rule lookups are faster, copy/paste into the chat windows is universal. its good. Additionally, with the homebrew I'm running for the new players - there's hardly any rule lookups (especially by the players), as most of the complexity has been removed.</li> <li data-xf-list-type="ul">Love the dying and wounded condition interactions. it creates so much tension and while healers may be able to quickly restore you back into action - you have to become more and more careful if you continue to drop.</li> </ul><p></p><p>cheers,</p><p>J.</p></blockquote><p></p>
[QUOTE="JmanTheDM, post: 8142524, member: 6791902"] I also love pf2. been a 5e gm since next. never ran 3.5, pf1. this is based off of approx 25 sessions as a gm - with 1 home brew, 1 fully completed plaguestone, and now partially into The slithering. what I love: [LIST] [*]3-action economy [*]exploration mode [*]tough encounters that are interesting and monsters have real options (though I suck as a tactical GM). [*]the homebrew game - has several complete newbs to TTRPG's. PF2 is SUPER EASY to remove most of the complexity and play it fast and loose without removing the heart of the game (3-actions etc). with the more experienced group, I dial up the complexity. and removing elements doesn't change the user experience one bit. they still make skill rolls, use feats, 3-actions, and have conditions - but way less. [*]love that this is a game that is centered around player choice. I've had 1 player play 2 different monks, and they were completely different, and different in ways that 5e could never be. [*]related to the last point, while the feats are a great way to tell the GM what is important to the character, it has never been an anchor to me for my game. for example - the combat climber example used upthread, I would never, ever, contemplate saying no to a PC because they didn't have a specific feat to attempt combat while climbing. allowing player awesomeness is pretty basic GM'ing 101 adjudication with a "yes.. but" mindset. never have I, nor never will I say "Hold On, I've got to look for the absence of a feat to see if this is possible..." so feats take on an aura of a reminder system (players remind themselves of what they are good at), gm's remind themselves as to what players want to have happen to them ("I want to fight on cliff's, because I've invested in that). [*]I've found that PF2e has been IDEAL for virtual tabletop play. I've run it in both Roll20 and Fantasy Grounds. I agree that it requires needing to have browsers open to quickly look up rules, and yes, rule lookups do happen quite a bit more often than 5e, but this has actually been a feature not a bug. because we can look up at the VTT a rule, we're getting a more RAW experience. in person 5e play that I did previously, we'd rarely (except for really important questions) stop play and flip pages. rule lookups are faster, copy/paste into the chat windows is universal. its good. Additionally, with the homebrew I'm running for the new players - there's hardly any rule lookups (especially by the players), as most of the complexity has been removed. [*]Love the dying and wounded condition interactions. it creates so much tension and while healers may be able to quickly restore you back into action - you have to become more and more careful if you continue to drop. [/LIST] cheers, J. [/QUOTE]
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