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What Would You Want from PF2?
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<blockquote data-quote="CapnZapp" data-source="post: 7598140" data-attributes="member: 12731"><p>The key word here is "DPS warrior". </p><p></p><p>Unlike a MMO, TTRPG are generally fine with playing just a single "role" over the entirety of their character's career. That is, having Fighters be a tanking class is quite okay. You don't jump from group to group. You don't have the (in an online game quite valid) need to be able to transform your character from session to session.</p><p></p><p>So no. Damage does not need to be "equalized" between classes in D&D. In fact, damage should be one parameter with which classes are differentiated, so as to increase fun and exciting group dynamics. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>A ttrpg where every character deals approximately the same amount of damage means there is no incentive for the monsters to take out any particular character. Which means there is no particular need to protect one character over the others. Which means a lot of party dynamics is lost. </p><p></p><p>D&D is precariously close to this situation. Yes, I know lots of gamers are still in the "Dwarves are cool, let's play that" stage. But I am convinced that as time goes along more and more gamers will realize that 5th edition doesn't really offer a lot of different dynamics once you've "played out" your first set of characters. Role-playing different personalties, yes. But mechanically gaming different play-pieces on the battle-board, no. </p><p></p><p>The cost of gaining mobility and range are too low. The ways you can actively protect squishier friends are too weak. Much too much of the cool stuff is reserved for magic. There aren't really enough ways to truly tank. Most (read "all") of the subclasses added in supplements just rehash existing abilities.</p><p></p><p>Sure, you can rephrase this as "the need for system mastery is kept low, which means newbs aren't repelled by steep buy-in demands". </p><p></p><p>But we're not talking about Dungeons & Dragons The Friendly Introductory Role-Playing Game here. We're not even talking about D&D 5E five years into its run, where the advanced stuff really is way overdue. We're talking about Pathfinder 2, whose core audience is hungry for exactly that which turns newbs away: crunch and system mastery galore <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7598140, member: 12731"] The key word here is "DPS warrior". Unlike a MMO, TTRPG are generally fine with playing just a single "role" over the entirety of their character's career. That is, having Fighters be a tanking class is quite okay. You don't jump from group to group. You don't have the (in an online game quite valid) need to be able to transform your character from session to session. So no. Damage does not need to be "equalized" between classes in D&D. In fact, damage should be one parameter with which classes are differentiated, so as to increase fun and exciting group dynamics. :) A ttrpg where every character deals approximately the same amount of damage means there is no incentive for the monsters to take out any particular character. Which means there is no particular need to protect one character over the others. Which means a lot of party dynamics is lost. D&D is precariously close to this situation. Yes, I know lots of gamers are still in the "Dwarves are cool, let's play that" stage. But I am convinced that as time goes along more and more gamers will realize that 5th edition doesn't really offer a lot of different dynamics once you've "played out" your first set of characters. Role-playing different personalties, yes. But mechanically gaming different play-pieces on the battle-board, no. The cost of gaining mobility and range are too low. The ways you can actively protect squishier friends are too weak. Much too much of the cool stuff is reserved for magic. There aren't really enough ways to truly tank. Most (read "all") of the subclasses added in supplements just rehash existing abilities. Sure, you can rephrase this as "the need for system mastery is kept low, which means newbs aren't repelled by steep buy-in demands". But we're not talking about Dungeons & Dragons The Friendly Introductory Role-Playing Game here. We're not even talking about D&D 5E five years into its run, where the advanced stuff really is way overdue. We're talking about Pathfinder 2, whose core audience is hungry for exactly that which turns newbs away: crunch and system mastery galore :) [/QUOTE]
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