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Regarding the complexity of Pathfinder 2
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<blockquote data-quote="kenada" data-source="post: 8145589" data-attributes="member: 70468"><p>I’m also running in a homebrew setting, but I completely replaced all of the core ancestries with my own. It started out as a non-D&D fantasy setting, and I wasn’t going to change that for PF2. Doing my own thing with ancestries has let me avoid the Golarion-isms in the default ones. My biggest source of pain is clerics. If you’re not using or reskinning the Golarion pantheon, you have your work cut out for you.</p><p></p><p>While we did eventually switch to 5e, we’re more of a PF1 group. I ran Kingmaker when it came out as well as several of the other APs. Looking at it through that lens, it’s easy to see where they tried to keep the character of PF1 while sanding down the warts. Having done a little bit of PFS, it’s also easy to see where they tried to make a system that works with organized play by default. For PF1, they had to prohibit stuff (like crafting), but that’s all PFS legal now.</p><p></p><p>I’m sympathetic to some of the issues. I’ve said before that skill feats could be presented better, though I personally dislike skill actions much more. To run PF1, I had a custom GM screen with everything nicely organized on it. Paizo took all those modifiers and turned them into actions, and then built customization on top of it. I see myself adopting some of the things I did to manage PF1, and it doesn’t make me happy.</p><p></p><p>What does make me happy is the balance and general consistency of the system. When I think of running other things for my group, I realize I’ll miss that (and the good integration with Foundry). That’s how I ended up deciding to do the one shot of Winter’s Daughter in PF2 instead of OSE and 5e (and we’ll see how that goes next week …).</p><p></p><p>The consistency is also a source of trouble. I’ve also complained about that before. When the system doesn’t follow the rules it established for presenting and conveying information, it suffers badly for it. Weapon traits could use another editing pass or two. If things that added effects were written like e.g., fighter feats that added effects, they would be much easier to understand. I can’t see that’s happening, but Paizo did change how storage works in an update, so who knows.</p><p></p><p>And of course, I love how exploration mode meshes with how I like to run. I don’t like how surprise works, and rolling different skills for initiative ended up less interesting than one might expect, but neither are <em>severe</em> problems. Well, I guess I wish surprise was a bit less narratively janky.</p></blockquote><p></p>
[QUOTE="kenada, post: 8145589, member: 70468"] I’m also running in a homebrew setting, but I completely replaced all of the core ancestries with my own. It started out as a non-D&D fantasy setting, and I wasn’t going to change that for PF2. Doing my own thing with ancestries has let me avoid the Golarion-isms in the default ones. My biggest source of pain is clerics. If you’re not using or reskinning the Golarion pantheon, you have your work cut out for you. While we did eventually switch to 5e, we’re more of a PF1 group. I ran Kingmaker when it came out as well as several of the other APs. Looking at it through that lens, it’s easy to see where they tried to keep the character of PF1 while sanding down the warts. Having done a little bit of PFS, it’s also easy to see where they tried to make a system that works with organized play by default. For PF1, they had to prohibit stuff (like crafting), but that’s all PFS legal now. I’m sympathetic to some of the issues. I’ve said before that skill feats could be presented better, though I personally dislike skill actions much more. To run PF1, I had a custom GM screen with everything nicely organized on it. Paizo took all those modifiers and turned them into actions, and then built customization on top of it. I see myself adopting some of the things I did to manage PF1, and it doesn’t make me happy. What does make me happy is the balance and general consistency of the system. When I think of running other things for my group, I realize I’ll miss that (and the good integration with Foundry). That’s how I ended up deciding to do the one shot of Winter’s Daughter in PF2 instead of OSE and 5e (and we’ll see how that goes next week …). The consistency is also a source of trouble. I’ve also complained about that before. When the system doesn’t follow the rules it established for presenting and conveying information, it suffers badly for it. Weapon traits could use another editing pass or two. If things that added effects were written like e.g., fighter feats that added effects, they would be much easier to understand. I can’t see that’s happening, but Paizo did change how storage works in an update, so who knows. And of course, I love how exploration mode meshes with how I like to run. I don’t like how surprise works, and rolling different skills for initiative ended up less interesting than one might expect, but neither are [I]severe[/I] problems. Well, I guess I wish surprise was a bit less narratively janky. [/QUOTE]
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