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Regarding the complexity of Pathfinder 2
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<blockquote data-quote="CapnZapp" data-source="post: 8155867" data-attributes="member: 12731"><p>Yes, the GM improvising Will saves when enemies are bloodied or lose numerical advantage etc is easy.</p><p></p><p>Escape rules I've never gotten to work in satisfactory ways. The players feel it's abstract or even cheating if the standard rules no longer apply. Especially if it means they're denied the satisfaction of not letting a single foe get away! (Some players even focus on movement precisely so they're faster than any fleeing monster, and would protest if the regular rules for movement and stealth aren't used. Especially in 5E this all but ensured escape for hapless monsters were impossible. In PF2, not so much, since often players are relieved and thankful if a monster decides to leg it!</p><p></p><p>Related to this is the notion heroes want to avoid fights. In 5E players certainly relish fights - in D&D this idea has always been corrupted by simply fights being an award, not a punishment (like in more realistic or at least less levelbased games). At least in PF2 monsters are so deadly that the fights you cannot avoid are often enough...</p><p></p><p>How do you implement xp for gold, Kenada? Exactly, I mean. In PF2 you have a functioning magic item economy, and if you retain the standard xp system, you will quickly be able to gain a level just by selling a random loot drop.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8155867, member: 12731"] Yes, the GM improvising Will saves when enemies are bloodied or lose numerical advantage etc is easy. Escape rules I've never gotten to work in satisfactory ways. The players feel it's abstract or even cheating if the standard rules no longer apply. Especially if it means they're denied the satisfaction of not letting a single foe get away! (Some players even focus on movement precisely so they're faster than any fleeing monster, and would protest if the regular rules for movement and stealth aren't used. Especially in 5E this all but ensured escape for hapless monsters were impossible. In PF2, not so much, since often players are relieved and thankful if a monster decides to leg it! Related to this is the notion heroes want to avoid fights. In 5E players certainly relish fights - in D&D this idea has always been corrupted by simply fights being an award, not a punishment (like in more realistic or at least less levelbased games). At least in PF2 monsters are so deadly that the fights you cannot avoid are often enough... How do you implement xp for gold, Kenada? Exactly, I mean. In PF2 you have a functioning magic item economy, and if you retain the standard xp system, you will quickly be able to gain a level just by selling a random loot drop. [/QUOTE]
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