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[Deleted User] on
+1
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
edited January 2023
Okay so since the OGL kerfuffle really started hitting maximum overdrive this week, I keep trying to look at PF2e as a potential alternative down the road. I know I don't want PF1e in my life; 3.0/3.5 were fine, but I never really wanted more of that.
Now, the problem: Every time I look at PF2e resources, it's like looking at the collected works of the Library of Congress all at once. My brain sees holy shit there's too much here, and I nope back out. The problem I have coming from 5e is that, unfortunately perhaps, 5e hits just the right sweet spot for me between having enough mechanical crunch and not overdoing it. I'm an old hand to tabletop RPG play, and would boast I can DM any system given enough time; maybe it's my old age starting to set in but right now PF2e feels like it's just soo much to digest.
I've read that the Beginner Box is an actual, honest-to-goodness spot to start out, so I might pick that up at some point. Is there another place, short of just picking a spot and starting to devour the Archives of Nethys, that I can start to wrap my head around this game?
Okay so since the OGL kerfuffle really started hitting maximum overdrive this week, I keep trying to look at PF2e as a potential alternative down the road. I know I don't want PF1e in my life; 3.0/3.5 were fine, but I never really wanted more of that.
Now, the problem: Every time I look at PF2e resources, it's like looking at the collected works of the Library of Congress all at once. My brain sees holy shit there's too much here, and I nope back out. The problem I have coming from 5e is that, unfortunately perhaps, 5e hits just the right sweet spot for me between having enough mechanical crunch and not overdoing it. I'm an old hand to tabletop RPG play, and would boast I can DM any system given enough time; maybe it's my old age starting to set in but right now PF2e feels like it's just soo much to digest.
I've read that the Beginner Box is an actual, honest-to-goodness spot to start out, so I might pick that up at some point. Is there another place, short of just picking a spot and starting to devour the Archives of Nethys, that I can start to wrap my head around this game?
@Nips, are you having issues approaching the game from a general mechanics position ("what does this game work?") or as a potential player (how do I make a character?")?
I think it's mechanics, yeah. With 5e I had the luxury of playing, off and on, 3.5e into 4e and then getting into 5e at its very beginning. And then going very hard into 5e since.
With this game, I'm not sure where the best starting point for learning the rules and flow of the game is. It's just familiar enough that my brain is like "oh I can just jump in, it's like D&D", but then I look at the character sheet and my eyes roll into the back of my head. It feels like I need to start with a fresh, from-the-ground-up approach to help digest it all. And in my experience, the rulebooks for games like this are absolutely dogshit at that kind of learning.
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AxenMy avatar is Excalibur.Yes, the sword.Registered Userregular
Okay so since the OGL kerfuffle really started hitting maximum overdrive this week, I keep trying to look at PF2e as a potential alternative down the road. I know I don't want PF1e in my life; 3.0/3.5 were fine, but I never really wanted more of that.
Now, the problem: Every time I look at PF2e resources, it's like looking at the collected works of the Library of Congress all at once. My brain sees holy shit there's too much here, and I nope back out. The problem I have coming from 5e is that, unfortunately perhaps, 5e hits just the right sweet spot for me between having enough mechanical crunch and not overdoing it. I'm an old hand to tabletop RPG play, and would boast I can DM any system given enough time; maybe it's my old age starting to set in but right now PF2e feels like it's just soo much to digest.
I've read that the Beginner Box is an actual, honest-to-goodness spot to start out, so I might pick that up at some point. Is there another place, short of just picking a spot and starting to devour the Archives of Nethys, that I can start to wrap my head around this game?
@Nips, are you having issues approaching the game from a general mechanics position ("what does this game work?") or as a potential player (how do I make a character?")?
I think it's mechanics, yeah. With 5e I had the luxury of playing, off and on, 3.5e into 4e and then getting into 5e at its very beginning. And then going very hard into 5e since.
With this game, I'm not sure where the best starting point for learning the rules and flow of the game is. It's just familiar enough that my brain is like "oh I can just jump in, it's like D&D", but then I look at the character sheet and my eyes roll into the back of my head. It feels like I need to start with a fresh, from-the-ground-up approach to help digest it all. And in my experience, the rulebooks for games like this are absolutely dogshit at that kind of learning.
IMHO the Beginner Box is probably one of the best designed I've seen. It is made more in mind for people completely new to TTRPGs, but if you are looking for a way to ease in I can whole heartedly recommend it as a start. Plus it is fairly cheap and comes jam packed full of stuff.
It also has a Solo Adventure, so you can familiarize yourself with how things work before you introduce it to your group.
edit- I'd also say that while PF2 is more complex than 5e I don't think it is that much more complex. Character creation may seem daunting because of choices, but I feel the everything else is fairly smooth.
Axen on
A Capellan's favorite sheath for any blade is your back.
I have found the Pathbuilder2E app to be rather helpful for character sheet building as well, though it is rather a lot of picking tiny general and skill feats when you put it all down in a 20 level list of decisions.
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GnomeTankWhat the what?Portland, OregonRegistered Userregular
Not really doing a lot of TTRP right now, but I ordered the core and game master's book just to support a new open license. I'm also just a connoisseur of hard bound gaming books. I have 40K books going back a decade or more just because I like having them. So even if it's years until I play some PF2E, I'll enjoy having the books on my shelf.
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+1
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
If you were going to buy one of the Core Rulebook or the Pocket Edition, which is the better buy starting out? I see the Pocket edition described as "Streamlined and revised rules to help ease new players into the game while providing the depth of character options and tactical interest that have defined Pathfinder from the beginning!" but I don't see (or understand) how it is different from the older Core Rulebook.
https://2e.aonprd.com/ is archives of nethys, which is a searchable database of all the published rule stuff for pf2e, but it's a rather slow website. That pf2easy site might be better.
not sure, I know it has the default setting of Golarion which is a sort of Mystara-style "every setting idea we have gets a region somewhere on this world map"-style melange of settings
How easy is it to make the game system lighter with PF2 and how reliant is it on miniatures and exact positioning? Is the system all built around combat or does it have a robust skill system?
How easy is it to make the game system lighter with PF2 and how reliant is it on miniatures and exact positioning? Is the system all built around combat or does it have a robust skill system?
I'm not familiar with exact systems, but I've listened to the Dead Men Roll No Crits podcast (doing the Skull & Shackles PF1 adventure path using PF2 rules, really interesting stuff), and they use Roll20 for their combat positioning. It's fairly intensive with tactical positioning. Crits happen (on ANY roll) when you beat the target number by 10, or roll a natural 20. So you can crit succeed an attack, saving throw, skill check, etc.
The game is split into combat and exploration mode (I think there's a downtime mode as well). Exploration mode is where you do most of your skill checks and is stuff like scouting, trap disarming, information gathering, diplomacy, tracking, etc. There's a LOT of skill checks; they replaced having skill points with levels of particular skill mastery giving different static bonuses. There are also skill feats that let you diversify what you can do with your skills (like instead of using medicine you can get an herbalism upgrade that lets you use your Nature skill for first aid attempts).
+1
ToxI kill threadsDilige, et quod vis facRegistered Userregular
edited January 2023
So my ultimate mechanical test for these types of games is, "can I build a dual weapon build that is viable both at range and in melee" I usually look to axes first, because I don't actually really want to play a rogue, more a skirmish fighter who jumps in and out where it's needed.
The problems I run into are usually an ammo issue first, and also that said build isn't really actually as useful as I imagine/want in actual tactical play
Tox on
maybe the real panopticon was the friends we made along the way
Humble Bundle seems to have Pathfinder 2 bundles up a couple of times a year, with pdf unlocks on Paizo’s website (you keep a digital library of pdf purchases) as well as some APs and/or Society modules, maps, and a physical item at the highest tier.
Paizo also offers their pdfs for around $10-15, they don’t keep the digital versions the same price as the physical books.
+3
webguy20I spend too much time on the InternetRegistered Userregular
I got the physical books on one bundle and they are nice books.
ToxI kill threadsDilige, et quod vis facRegistered Userregular
I got the main book and it's very hefty. A worthy addition to any collection
maybe the real panopticon was the friends we made along the way
+1
ToxI kill threadsDilige, et quod vis facRegistered Userregular
edited January 2023
I guess a question I have is what're folks thoughts on the ranger, and how effective do you think it can be in roles that are leas iconic (like as a skill wonk non-face rogue)
Oh also ... arm mounted ranged weapons?! Do those exist??
Tox on
maybe the real panopticon was the friends we made along the way
For skills, its hard for any class to compete with rogue as they get double the skill feats and more importantly double the skill advances, one each per level, rather than every other level.
I'm not aware of any arm mounted ranged weapons, but there's a new equipment/treasure book due out later this year with 50 new weapons, so there's no telling what the future holds.
Thanks for the responses. It looks like PF2E is a fair bit too fiddly for what my group would enjoy. I am going to have to keep an eye on what Kobold Press is working on, since a cleaned up 5e seems to be a bit more what we are looking for.
Man, Paizo needs to pay their fucking artists, these rates are a joke for professional work of this level. You could probably make more doing commissions on social media. This seems as bad as major comic publisher artist rates (notoriously bad).
So my ultimate mechanical test for these types of games is, "can I build a dual weapon build that is viable both at range and in melee" I usually look to axes first, because I don't actually really want to play a rogue, more a skirmish fighter who jumps in and out where it's needed.
The problems I run into are usually an ammo issue first, and also that said build isn't really actually as useful as I imagine/want in actual tactical play
Out of the box, no class can do a dual wielding throwing/melee combo like you want. To start with, melee weapons that can be thrown generally only have a range increment of 10ft, so every attack beyond 10ft is gonna have a stacking penalty. Second, and most important, the game is based around distinct 3 Action economy and Drawing A Weapon is an action (an Interact Action to be more precise). Ranger and Rogue specifically have a feat to get around this, Quick Draw, which combines the Draw A Weapon action and a Strike action into one, but that doesn't become an option till level 2. There's also the archetype Dual-Weapon Warrior, that lets you do more of what you're after but you don't get the thrown stuff till level 4. Duel Weapon Warrior is a archetype so you either need to forgo some of your class feats or play with a GM that uses the Free Archetype optional rule.
Outside of those issues and caveats, you can be pretty successful with that style. There are Returning Weapon Runes that you can buy, that return the thrown weapon to your hand after every Strike, and the Dual-Weapon Warrior feats give you most of the combat actions you'll need.
Mr. Garabaldi from Babylon 5 is one that I use for testing out how well a system is able to handle a low level character. Because he comes from a sci-fi setting I typically find an approximate equivalent for his various sci-fi setting skills (e.g. some sort of riding skill for his fighter pilot skills).
Posts
...No Starfinder huh?
Now, the problem: Every time I look at PF2e resources, it's like looking at the collected works of the Library of Congress all at once. My brain sees holy shit there's too much here, and I nope back out. The problem I have coming from 5e is that, unfortunately perhaps, 5e hits just the right sweet spot for me between having enough mechanical crunch and not overdoing it. I'm an old hand to tabletop RPG play, and would boast I can DM any system given enough time; maybe it's my old age starting to set in but right now PF2e feels like it's just soo much to digest.
I've read that the Beginner Box is an actual, honest-to-goodness spot to start out, so I might pick that up at some point. Is there another place, short of just picking a spot and starting to devour the Archives of Nethys, that I can start to wrap my head around this game?
I think it's mechanics, yeah. With 5e I had the luxury of playing, off and on, 3.5e into 4e and then getting into 5e at its very beginning. And then going very hard into 5e since.
With this game, I'm not sure where the best starting point for learning the rules and flow of the game is. It's just familiar enough that my brain is like "oh I can just jump in, it's like D&D", but then I look at the character sheet and my eyes roll into the back of my head. It feels like I need to start with a fresh, from-the-ground-up approach to help digest it all. And in my experience, the rulebooks for games like this are absolutely dogshit at that kind of learning.
IMHO the Beginner Box is probably one of the best designed I've seen. It is made more in mind for people completely new to TTRPGs, but if you are looking for a way to ease in I can whole heartedly recommend it as a start. Plus it is fairly cheap and comes jam packed full of stuff.
It also has a Solo Adventure, so you can familiarize yourself with how things work before you introduce it to your group.
edit- I'd also say that while PF2 is more complex than 5e I don't think it is that much more complex. Character creation may seem daunting because of choices, but I feel the everything else is fairly smooth.
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I'm not familiar with exact systems, but I've listened to the Dead Men Roll No Crits podcast (doing the Skull & Shackles PF1 adventure path using PF2 rules, really interesting stuff), and they use Roll20 for their combat positioning. It's fairly intensive with tactical positioning. Crits happen (on ANY roll) when you beat the target number by 10, or roll a natural 20. So you can crit succeed an attack, saving throw, skill check, etc.
The game is split into combat and exploration mode (I think there's a downtime mode as well). Exploration mode is where you do most of your skill checks and is stuff like scouting, trap disarming, information gathering, diplomacy, tracking, etc. There's a LOT of skill checks; they replaced having skill points with levels of particular skill mastery giving different static bonuses. There are also skill feats that let you diversify what you can do with your skills (like instead of using medicine you can get an herbalism upgrade that lets you use your Nature skill for first aid attempts).
The problems I run into are usually an ammo issue first, and also that said build isn't really actually as useful as I imagine/want in actual tactical play
Paizo also offers their pdfs for around $10-15, they don’t keep the digital versions the same price as the physical books.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
Oh also ... arm mounted ranged weapons?! Do those exist??
I'm not aware of any arm mounted ranged weapons, but there's a new equipment/treasure book due out later this year with 50 new weapons, so there's no telling what the future holds.
Out of the box, no class can do a dual wielding throwing/melee combo like you want. To start with, melee weapons that can be thrown generally only have a range increment of 10ft, so every attack beyond 10ft is gonna have a stacking penalty. Second, and most important, the game is based around distinct 3 Action economy and Drawing A Weapon is an action (an Interact Action to be more precise). Ranger and Rogue specifically have a feat to get around this, Quick Draw, which combines the Draw A Weapon action and a Strike action into one, but that doesn't become an option till level 2. There's also the archetype Dual-Weapon Warrior, that lets you do more of what you're after but you don't get the thrown stuff till level 4. Duel Weapon Warrior is a archetype so you either need to forgo some of your class feats or play with a GM that uses the Free Archetype optional rule.
Outside of those issues and caveats, you can be pretty successful with that style. There are Returning Weapon Runes that you can buy, that return the thrown weapon to your hand after every Strike, and the Dual-Weapon Warrior feats give you most of the combat actions you'll need.
Therefore, with that in mind, I would pitch Drizzt Do'Urden. We all know what his deal is. What does his low-level incarnation look like in PF2?
This might be too easy, but I think it's a good bench to mark against. (That's how benches work, right?)