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Revised 6E prediction thread
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<blockquote data-quote="Justice and Rule" data-source="post: 8194550" data-attributes="member: 6778210"><p>I mean, I've played both. For me, PF2 just works in a way that 5E doesn't for me. I understand the idea of 5E's simplicity, but for me I don't see the elegance anymore; instead, I kind of see the mishmash of what they were doing, how some of it works and some of it doesn't. Spells, the action economy, classes... I've just seen too many problems with them in play for the last 6 or so years.</p><p></p><p>Maybe it's just because I've always been a bit hotter on crunch. The PF2 modifiers don't bother me too much when I GM, and I can just naturally calculate stuff on the fly while not losing the story. 5E is fun, but at the same time it also feels almost barren to me, and after a while I ended creating mods so I could create more mechanical distinction for my players to use instead of having to approve of everything they did myself.</p><p></p><p>Skills were a good example of that: the difference between raw ability and a bit of skill is low, and the guidance of what constitute what you can do with a skill is almost minimal. My players just didn't want to use them because they didn't really know what they did and it would come down to my whims... so I outlined a rough guide of what skills could do based on the 4E rules, along with a trained/untrained system (If it was an untrained task and you had a skill, you got advantage; if it was a trained task and you didn't have it, you had disadvantage). It worked out alright, but it was me doing a lot of modification with the system.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 8194550, member: 6778210"] I mean, I've played both. For me, PF2 just works in a way that 5E doesn't for me. I understand the idea of 5E's simplicity, but for me I don't see the elegance anymore; instead, I kind of see the mishmash of what they were doing, how some of it works and some of it doesn't. Spells, the action economy, classes... I've just seen too many problems with them in play for the last 6 or so years. Maybe it's just because I've always been a bit hotter on crunch. The PF2 modifiers don't bother me too much when I GM, and I can just naturally calculate stuff on the fly while not losing the story. 5E is fun, but at the same time it also feels almost barren to me, and after a while I ended creating mods so I could create more mechanical distinction for my players to use instead of having to approve of everything they did myself. Skills were a good example of that: the difference between raw ability and a bit of skill is low, and the guidance of what constitute what you can do with a skill is almost minimal. My players just didn't want to use them because they didn't really know what they did and it would come down to my whims... so I outlined a rough guide of what skills could do based on the 4E rules, along with a trained/untrained system (If it was an untrained task and you had a skill, you got advantage; if it was a trained task and you didn't have it, you had disadvantage). It worked out alright, but it was me doing a lot of modification with the system. [/QUOTE]
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