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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="Campbell" data-source="post: 7829440" data-attributes="member: 16586"><p>As a GM the way it embraces exercising focused GM judgement while providing plentiful guidance and tools to help make the right calls. I also like how it calls back to Classic Dungeons and Dragons through more modern takes on encumbrance, long term consequences, and the 10 minute exploration turn. It hits me in Moldvay feels. It's a seriously good dungeon crawler. Also the monsters are really fun. </p><p></p><p>I am also a really big fan of how rarity helps a GM to customize the game to fit the experience they are looking to provide. The recently released Monster and NPC Creation rules also allow you to design just the NPC you want to build in an extremely flexible way. They basically gave us their internal design guidelines. The game is extremely modular and the Gamemastery Guide is going to basically be a Hacker's Guide with creature and hazard design guidance, magic item design guidance, a whole chapter devoted to altering the underlying game engine, and guidance for designing your own subsystems. </p><p></p><p>As a player so far I am finding it really easy to design the sorts of characters I want to play without resorting to system kludges and having to take on abilities I do not want to take. I am really enjoying how modular character creation is. I think this is the best incarnation of the skill system in Modern Dungeons and Dragons. I can build Fighters that are believable fully formed knights, bounty hunters, and assassins. My Dragon Instinct Barbarian who is a displaced Chellaxian Noble has the social skills and predilection for Arcana to fully back up the character I envisioned with no need to resort to multi classing.</p><p></p><p>As a player I have also been really happy with how exploration plays out. There has been a lot of love and attention paid to how noncombat works and making skills feel relevant.</p></blockquote><p></p>
[QUOTE="Campbell, post: 7829440, member: 16586"] As a GM the way it embraces exercising focused GM judgement while providing plentiful guidance and tools to help make the right calls. I also like how it calls back to Classic Dungeons and Dragons through more modern takes on encumbrance, long term consequences, and the 10 minute exploration turn. It hits me in Moldvay feels. It's a seriously good dungeon crawler. Also the monsters are really fun. I am also a really big fan of how rarity helps a GM to customize the game to fit the experience they are looking to provide. The recently released Monster and NPC Creation rules also allow you to design just the NPC you want to build in an extremely flexible way. They basically gave us their internal design guidelines. The game is extremely modular and the Gamemastery Guide is going to basically be a Hacker's Guide with creature and hazard design guidance, magic item design guidance, a whole chapter devoted to altering the underlying game engine, and guidance for designing your own subsystems. As a player so far I am finding it really easy to design the sorts of characters I want to play without resorting to system kludges and having to take on abilities I do not want to take. I am really enjoying how modular character creation is. I think this is the best incarnation of the skill system in Modern Dungeons and Dragons. I can build Fighters that are believable fully formed knights, bounty hunters, and assassins. My Dragon Instinct Barbarian who is a displaced Chellaxian Noble has the social skills and predilection for Arcana to fully back up the character I envisioned with no need to resort to multi classing. As a player I have also been really happy with how exploration plays out. There has been a lot of love and attention paid to how noncombat works and making skills feel relevant. [/QUOTE]
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What are the most compelling reasons to switch from PF 1 to PF 2?
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