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General Tabletop Discussion
*Pathfinder & Starfinder
What are the most compelling reasons to switch from PF 1 to PF 2?
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<blockquote data-quote="Rhianni32" data-source="post: 7828077" data-attributes="member: 68272"><p>Disclaimer: I am GMing my 1st PF2 session this Friday so have no actual gameplay experience.</p><p></p><p>that aside, as a GM with decades of experience this is the first time in about 15 years I have been this excited for a rule system. The ideas it brings up seem fun and interesting. Many of these could have and sometimes were homebrewed by me in the past but I prefer to spend my time and energy on the story vs rules so its nice when more of the work is done.</p><p></p><p>1: EXP rules for questing and milestones. nice that there are ways other than killing to get exp.</p><p></p><p>2: 3 action system. in 5ed I am so tired of the player vs GM discussion of if something a player wants to do is a bonus action or standard or movement because "its only a little bit more effort than a move but shouldn't be a full standard action." Yeah that's an interact action, 1 action. As a GM this is important for me because the players can read up on mechanics vs me needing to think about what precedence I am about to set by allowing X when sometime later someone will ask for X+1.</p><p></p><p>3: Character choices. For me, 5ed you pick your class, race, and subclass at lvl 2. then what you get is pretty much set in stone for the next 18 levels. When you get a new power or ability, its already determined on what you will get based upon a decision you made months ago.</p><p></p><p>Now I know the debate around here is that PF2 has too many choices and therefore each one is meaningless. I think that is a strength because now a player is more willing to spend a feat on something flavorful. In 5ed there is rarely a time you are giving up that Ability increase vs taking a Feat let alone something flavorful just for fun.</p><p></p><p>4: The skill system, and especially Lore, fixes the problem of players rolling to see if they get a 20 to recall some bit of knowledge because they might have heard stories during their travels. </p><p>In PF2 sometimes you need to have a specific amount of training say expert to even roll for a skill check. For lore and recall knowledge you might need a narrow level of lore. trained in religion isn't gonna cut it you need to be expert in undead lore to know about the demi-lich.</p><p></p><p>5: magic items are based on mechanics and not what traditionally they are supposed to be. lets take wands scrolls and staves.</p><p>Single use of a single spell: scroll.</p><p>Single use per day of a single spell: wand. </p><p>Single use per day of multiple spells: staff</p><p>Once I got away from grumbling about wands not being traditional fantasy wands and saw them for their purpose, I was ok with them. </p><p></p><p>6: magic items are toned down. As a GM it can be hard to balance out a combat when a PC has a wand of fireballs and can fire off half a dozen a day. PF2 items seem to offer 1 or 2 uses. Enough to be fun but not enough to be game breaking. And because its only 1 or 2 uses the players now need to have a real choice in when they use their resources. Other games its a "yeah of course I am firing off a fireball I'm never going to use them up before it recharges."</p><p></p><p>Again, I have yet to play so the actual rules in use might be completely different than what I am expecting. I haven't played PF1 since it released so I cannot speak about the difference between the 2 versions.</p></blockquote><p></p>
[QUOTE="Rhianni32, post: 7828077, member: 68272"] Disclaimer: I am GMing my 1st PF2 session this Friday so have no actual gameplay experience. that aside, as a GM with decades of experience this is the first time in about 15 years I have been this excited for a rule system. The ideas it brings up seem fun and interesting. Many of these could have and sometimes were homebrewed by me in the past but I prefer to spend my time and energy on the story vs rules so its nice when more of the work is done. 1: EXP rules for questing and milestones. nice that there are ways other than killing to get exp. 2: 3 action system. in 5ed I am so tired of the player vs GM discussion of if something a player wants to do is a bonus action or standard or movement because "its only a little bit more effort than a move but shouldn't be a full standard action." Yeah that's an interact action, 1 action. As a GM this is important for me because the players can read up on mechanics vs me needing to think about what precedence I am about to set by allowing X when sometime later someone will ask for X+1. 3: Character choices. For me, 5ed you pick your class, race, and subclass at lvl 2. then what you get is pretty much set in stone for the next 18 levels. When you get a new power or ability, its already determined on what you will get based upon a decision you made months ago. Now I know the debate around here is that PF2 has too many choices and therefore each one is meaningless. I think that is a strength because now a player is more willing to spend a feat on something flavorful. In 5ed there is rarely a time you are giving up that Ability increase vs taking a Feat let alone something flavorful just for fun. 4: The skill system, and especially Lore, fixes the problem of players rolling to see if they get a 20 to recall some bit of knowledge because they might have heard stories during their travels. In PF2 sometimes you need to have a specific amount of training say expert to even roll for a skill check. For lore and recall knowledge you might need a narrow level of lore. trained in religion isn't gonna cut it you need to be expert in undead lore to know about the demi-lich. 5: magic items are based on mechanics and not what traditionally they are supposed to be. lets take wands scrolls and staves. Single use of a single spell: scroll. Single use per day of a single spell: wand. Single use per day of multiple spells: staff Once I got away from grumbling about wands not being traditional fantasy wands and saw them for their purpose, I was ok with them. 6: magic items are toned down. As a GM it can be hard to balance out a combat when a PC has a wand of fireballs and can fire off half a dozen a day. PF2 items seem to offer 1 or 2 uses. Enough to be fun but not enough to be game breaking. And because its only 1 or 2 uses the players now need to have a real choice in when they use their resources. Other games its a "yeah of course I am firing off a fireball I'm never going to use them up before it recharges." Again, I have yet to play so the actual rules in use might be completely different than what I am expecting. I haven't played PF1 since it released so I cannot speak about the difference between the 2 versions. [/QUOTE]
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What are the most compelling reasons to switch from PF 1 to PF 2?
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