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General Tabletop Discussion
*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8145554" data-attributes="member: 6801252"><p>ooh, i can comment on this since I've been doing a lot of making pf2e work with my setting (worldbuilding is one of my GM strengths, so I work hard on setting stuff.) Its interesting because you have a lot of very flavorful options baked into the game, at one point I was having exactly that problem with Goblins-- where I realized I wasn't crazy about Paizo's hyperactive jerks and was trying to figure out how to make crazy stuff like 'torch goblins' 'goblin song' and 'irongut goblins' make sense with something that wasn't that.</p><p></p><p>I ended up following through with an idea I'd originally had to make Goblins ninjutsu centric, the abilities then mapped nicely onto a Ninja Scrolls esque take on Ninjas-- they have all kinds of crazy weird techniques, in a Chambara vein, so fire resistant torch goblins? Def the fighting style of a clan of ninjas that condition themselves to be resistant to burning. Irongut? They condition themselves to be able to resist poison and disease, so they can use them safely and survive them.</p><p></p><p>Overall I can see why someone might find it frustrating, but I've been having fun using the mechanics as a prompt to rewrite Golarion's fiction into the fiction for my setting. Some light mechanical changes, clever placement, and rewriting are all serving me well-- one of the things I'm wrapping my head around now, is actually writing Tieflings, Geniekin, Duskwalkers, and such for a game system in which they are explicitly made to be any base ancestry-- it makes a 'Tiefling Society' and social history weirder to write... but also more thought provoking, because its making me draw on actual ideas about migration and the formation of societies and such, to explain the movements and integration.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8145554, member: 6801252"] ooh, i can comment on this since I've been doing a lot of making pf2e work with my setting (worldbuilding is one of my GM strengths, so I work hard on setting stuff.) Its interesting because you have a lot of very flavorful options baked into the game, at one point I was having exactly that problem with Goblins-- where I realized I wasn't crazy about Paizo's hyperactive jerks and was trying to figure out how to make crazy stuff like 'torch goblins' 'goblin song' and 'irongut goblins' make sense with something that wasn't that. I ended up following through with an idea I'd originally had to make Goblins ninjutsu centric, the abilities then mapped nicely onto a Ninja Scrolls esque take on Ninjas-- they have all kinds of crazy weird techniques, in a Chambara vein, so fire resistant torch goblins? Def the fighting style of a clan of ninjas that condition themselves to be resistant to burning. Irongut? They condition themselves to be able to resist poison and disease, so they can use them safely and survive them. Overall I can see why someone might find it frustrating, but I've been having fun using the mechanics as a prompt to rewrite Golarion's fiction into the fiction for my setting. Some light mechanical changes, clever placement, and rewriting are all serving me well-- one of the things I'm wrapping my head around now, is actually writing Tieflings, Geniekin, Duskwalkers, and such for a game system in which they are explicitly made to be any base ancestry-- it makes a 'Tiefling Society' and social history weirder to write... but also more thought provoking, because its making me draw on actual ideas about migration and the formation of societies and such, to explain the movements and integration. [/QUOTE]
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Regarding the complexity of Pathfinder 2
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