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<blockquote data-quote="Retreater" data-source="post: 8196965" data-attributes="member: 42040"><p>With 4E I got back into it with D&D Encounters after the Keep on the Shadowfell gave the system a bad start. I was basically there with it until 5E got released and even went back and ran some games around 2 years ago. </p><p>I run for several groups with a variety of tastes. One of them considers 4E the pinnacle of the D&D/PF experience. This was the same group that was on board to try PF2 even after the playtest had initially soured them. (I have other groups that wouldn't touch either system.)</p><p>It's a shame that PF2 went so badly for my players, as it had the potential to offer the crunch, customization, and deep tactical play they've been wanting to replace 4E. But it failed hard - mostly due to the obscene difficulty of AoA and the players feeling they were "stupid" for not getting through it. The entire group imploded as a result, players hating each other because of the stress and demands of perfect play. It was the most frustrating, hopeless campaign I've ever run, and I've run the entirety of Call of Cthulhu's "Masks of Nyarlahotep."</p><p>I admit that there are many groups out there, and there are ones who will enjoy PF2. So my criticism is done from a place that Paizo can appeal to a broader fanbase. Producing better adventures with a larger "net" thematically would be the first step. Actually following their encounter guidelines, it basically works. How they created the mess that is AoA, I have no idea. I was creating better encounters in a weekend than their staff writers.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8196965, member: 42040"] With 4E I got back into it with D&D Encounters after the Keep on the Shadowfell gave the system a bad start. I was basically there with it until 5E got released and even went back and ran some games around 2 years ago. I run for several groups with a variety of tastes. One of them considers 4E the pinnacle of the D&D/PF experience. This was the same group that was on board to try PF2 even after the playtest had initially soured them. (I have other groups that wouldn't touch either system.) It's a shame that PF2 went so badly for my players, as it had the potential to offer the crunch, customization, and deep tactical play they've been wanting to replace 4E. But it failed hard - mostly due to the obscene difficulty of AoA and the players feeling they were "stupid" for not getting through it. The entire group imploded as a result, players hating each other because of the stress and demands of perfect play. It was the most frustrating, hopeless campaign I've ever run, and I've run the entirety of Call of Cthulhu's "Masks of Nyarlahotep." I admit that there are many groups out there, and there are ones who will enjoy PF2. So my criticism is done from a place that Paizo can appeal to a broader fanbase. Producing better adventures with a larger "net" thematically would be the first step. Actually following their encounter guidelines, it basically works. How they created the mess that is AoA, I have no idea. I was creating better encounters in a weekend than their staff writers. [/QUOTE]
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