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General Tabletop Discussion
*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
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<blockquote data-quote="CapnZapp" data-source="post: 8155186" data-attributes="member: 12731"><p>PF2 definitely doesn't do sandbox right out the gate no.</p><p></p><p>"random/naturalistic" is the opposite of how Paizo's APs showcase the system.</p><p></p><p>Judging by 100% of official adventure material, the game is supposed to feature roughly 13 fights per level, every level.</p><p></p><p>Out of those maybe one is only there for "color" - the heroes aren't meaningfully threatened. Heroes find themselves to just happen to always (>90%) meet challenges appropriate for your level. Meaning that the sense of progress or becoming awesome is severely muted, since it is only if the GM inserts low-level monsters or NPC challenges the players will encounter such.</p><p></p><p>For instance, at level 5 or 6 or so you would finally be able to ace all those social challenges that frustrated you back at level 1. But those challenges simply evaporate at level 6. Now you're asked to face level 6 challenges.</p><p></p><p>This means that fighters will continuously find that they meet monsters that hit them on a 3 while they themselves only crit on a 20. </p><p></p><p>This strict format repeats for each level in every installment. Fight, rinse, repeat.</p><p></p><p>And while not every encounter is mandatory (you can always miss or skip a dungeon room) the stories are either overtly railroaded or only lightly obscured as such.</p><p></p><p>It showcases something I would call the polar opposite of a sandbox or "random/naturalistic".</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8155186, member: 12731"] PF2 definitely doesn't do sandbox right out the gate no. "random/naturalistic" is the opposite of how Paizo's APs showcase the system. Judging by 100% of official adventure material, the game is supposed to feature roughly 13 fights per level, every level. Out of those maybe one is only there for "color" - the heroes aren't meaningfully threatened. Heroes find themselves to just happen to always (>90%) meet challenges appropriate for your level. Meaning that the sense of progress or becoming awesome is severely muted, since it is only if the GM inserts low-level monsters or NPC challenges the players will encounter such. For instance, at level 5 or 6 or so you would finally be able to ace all those social challenges that frustrated you back at level 1. But those challenges simply evaporate at level 6. Now you're asked to face level 6 challenges. This means that fighters will continuously find that they meet monsters that hit them on a 3 while they themselves only crit on a 20. This strict format repeats for each level in every installment. Fight, rinse, repeat. And while not every encounter is mandatory (you can always miss or skip a dungeon room) the stories are either overtly railroaded or only lightly obscured as such. It showcases something I would call the polar opposite of a sandbox or "random/naturalistic". [/QUOTE]
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