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<blockquote data-quote="Campbell" data-source="post: 7806865" data-attributes="member: 16586"><p>Sure. Pathfinder 2 embraces the grit of being an adventurer in a way that 5th Edition does not. It portrays a world with deeply threatening monsters that will leave you bruised, bloody, and beaten. Long term consequences like diseases, poisons, and curses are plentiful. Combat is brutal. Both player characters and monsters go down quickly.</p><p></p><p>It portrays a fiction where shields get broken, adventurers have to hole up treating each others wounds, magic is as fraught with risk as anything mundane, powerful rituals require many people to cast and can take days, and where not every spell caster has access to powerful spells like teleport, mind blank, scrying, and raise dead.</p><p></p><p>It focuses on the details of the fiction. Do I raise my shield? Do I search or try to stay hidden from patrols? How long can we afford to rest? Whose wounds will get treated? If I take this treasure I will be encumbered. Can I deal with that? Where do I look for that hidden Rogue? My shield is pretty beaten. Can I afford to block this attack? Do you pick up shifts as a bartender between adventures to supplement your income? Do you seek out a mentor to help you learn a new technique? Do you spend time crafting consumables?</p><p></p><p>It also embeds level directly in the narrative. You get meaningfully stronger as you level and succeed against lower level creatures more and higher level creatures less. Higher level enemies are scary because it takes a lot more to impact them and when they strike they strike harder. It's a desperate experience.</p><p></p><p>It also embeds your character directly into the setting of the game. When you play a Cleric, the spells you have access to, your available Domains, your skill training, and a specific list of edicts to follow and anathema to avoid all depend on the specific deity you follow. Champions swear a specific set of oaths dependent on their alignment as well as being bound by the edicts and anathema of the deity they serve. As a Barbarian your Instinct also provides an Anathema and grounds to a specific source of your rage. A sorcerer's Bloodline directly connects them to one of various sources of supernatural power. The game calls out this impacts how others will perceive and treat them. There are also archetypes grounded directly in the setting with specific fictional requirements that any character can take.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7806865, member: 16586"] Sure. Pathfinder 2 embraces the grit of being an adventurer in a way that 5th Edition does not. It portrays a world with deeply threatening monsters that will leave you bruised, bloody, and beaten. Long term consequences like diseases, poisons, and curses are plentiful. Combat is brutal. Both player characters and monsters go down quickly. It portrays a fiction where shields get broken, adventurers have to hole up treating each others wounds, magic is as fraught with risk as anything mundane, powerful rituals require many people to cast and can take days, and where not every spell caster has access to powerful spells like teleport, mind blank, scrying, and raise dead. It focuses on the details of the fiction. Do I raise my shield? Do I search or try to stay hidden from patrols? How long can we afford to rest? Whose wounds will get treated? If I take this treasure I will be encumbered. Can I deal with that? Where do I look for that hidden Rogue? My shield is pretty beaten. Can I afford to block this attack? Do you pick up shifts as a bartender between adventures to supplement your income? Do you seek out a mentor to help you learn a new technique? Do you spend time crafting consumables? It also embeds level directly in the narrative. You get meaningfully stronger as you level and succeed against lower level creatures more and higher level creatures less. Higher level enemies are scary because it takes a lot more to impact them and when they strike they strike harder. It's a desperate experience. It also embeds your character directly into the setting of the game. When you play a Cleric, the spells you have access to, your available Domains, your skill training, and a specific list of edicts to follow and anathema to avoid all depend on the specific deity you follow. Champions swear a specific set of oaths dependent on their alignment as well as being bound by the edicts and anathema of the deity they serve. As a Barbarian your Instinct also provides an Anathema and grounds to a specific source of your rage. A sorcerer's Bloodline directly connects them to one of various sources of supernatural power. The game calls out this impacts how others will perceive and treat them. There are also archetypes grounded directly in the setting with specific fictional requirements that any character can take. [/QUOTE]
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