• BartyDeCanter@lemmy.sdf.org
    73·
    7 days ago

    When it come to more traditional RPGs, I really like Pathfinder 2E for the following reasons:

    • It scales very well from level 1-20. The math just works
    • Encounter design and balancing is easy for the busy GM
    • All of the classes are good, there aren’t any trap classes
    • Teamwork is highly encouraged through class and ability design
    • Degrees of success/failure
    • Easy, free access to the rules
    • The ORC license
    • https://pathbuilder2e.com/
    • Pathfinder Society Organized play is very well done and well supported by Paizo
    • Women wear reasonable armor
    • The rune system for magic weapons/armor
    • And so many more
    • festus@lemmy.caEnglish
      28·
      6 days ago

      For me it’s the 3 actions per turn. So much nicer to still have a turn even after I rolled an attack and missed.

      • BartyDeCanter@lemmy.sdf.org
        14·
        7 days ago

        How did I forget to put that on my list? I love not worrying about action types and if I can do this action as this other kind of action. I just have to count to three.

    • Crozekiel@lemmy.zipEnglish
      11·
      7 days ago

      Plus, I don’t know any other system that lets me pull my intestines out of my abdomen and use them like a lasso to climb a cliff when I forgot my rope at home.

      The biggest “con” to PF2 is that it is decidedly not 5e, and people expecting it to work like 5e will have a bad time. AC generally hangs within 1 or 2 points for the entire party at a specific level, same for enemies. It is rarely a good idea to just walk up to the enemy and face tank them. Moving around is big for survivability. Synergy with other party members can be huge too. Sometimes that thing you can do doesn’t sound like a big buff or debuff, but if several party members are doing complementary buffs/debuffs it can turn the tide.

      • BartyDeCanter@lemmy.sdf.org
        14·
        7 days ago

        The synergy part is so huge. PF2 is very strongly based around making your party as awesome as possible instead of just making your character individually powerful, which I think trips up a lot of people coming from other systems or video games.

        • Kichae@wanderingadventure.party
          5·
          7 days ago

          It definitely trips up people who usually just look at RPGBot to build their characters out from levels 1 - 20 before the first session. That’s how I made my build choices, and it was a pretty significant stumbling block for me when I made the switch.

          The blue options aren’t always the best options, because the best options depend on what everyone else is doing.

        • Crozekiel@lemmy.zipEnglish
          2·
          7 days ago

          OMG yes. I was trying to figure out how to say that but couldn’t put it into words, but you perfectly put together what I was thinking.

      • jjjalljs@ttrpg.network
        3·
        7 days ago

        Plus, I don’t know any other system that lets me pull my intestines out of my abdomen and use them like a lasso to climb a cliff when I forgot my rope at home.

        Nitpick: more narrative systems like Fate let you do this, but then you typically don’t get a lot of crunch. Plus it can vary if your group isn’t on the same wavelength about what’s cool and appropriate for the story.

    • LibertyLizard@slrpnk.net
      6·
      7 days ago

      I looked into playing briefly but it seemed more complicated and confusing than 5e which my players can already barely handle.

      • BartyDeCanter@lemmy.sdf.org
        9·
        7 days ago

        I think that the perceived complexity, particularly for people coming from 5e comes down to two issues.

        There’s A Rule For That 5E leaves a lot of things to GM fiat, while in Pathfinder there is probably a specific rule. Now, the rule is going to be the same systemic rule that is used everywhere else and probably be the way you’d want to resolve it anyway, but there mere existence of the rule makes it seem like there is a lot of complexity.

        Close, But Not Quite Because 5e and PF2 have a lot in common, players with a lot of 5e experience will assume that something works the same way as in 5e when it doesn’t. This can lead to gameplay feeling like walking in a field of rakes. I ran into this with a new player who had listened to a lot of 5e podcasts and picked up some 5e rules that they tried to use, like attacks of opportunity.

        FWIW, I’ve been running a game with a group of new players, most of whom have never played an RPG before and they seem to be handling it fairly well. Well, once I talked with the person who listened to all of the 5e podcasts.

        • Kichae@wanderingadventure.party
          6·
          7 days ago

          Exactly this.

          The game’s rules are, mostly, simple, intuitive, consistent, and predictable. In fact, the rules very often seem to follow from the fiction presented at the table! Sometimes, they do it too well, even – I’ve seen people complain about Trip being Athletics vs Reflex rather than Acrobatics or Fortitude, but as someone who’s taken judo and karate lessons, Athletics vs Reflex is 100% right.

          The rules follow the fiction at the table, and that means 9 times out of 10, if you know the fiction being presented, you can just ask for the roll that makes sense to you. No need to look anything up.

          The game is also moderately systematized, and functional. That is, a lot of what 5e DMs would just treat as “roll skill against DC” is formalized into an “Action” with a concrete name. These actions act like mathematical or programming functions, in that they can take parameters. So, it’s not “Trip”, it’s “Trip (Athletics)”. If your character comes out of left field and does something acrobatic, or even magical, that I think would cause a creature to stumble and fall, then I will leverage “Trip (Acrobatics)” or “Trip (Arcana)”, which now makes it an Acrobatics or Arcana roll vs Reflex. This means “Trip (x)” is actually “Roll x vs Reflex. On a success, the target falls prone, on a… etc.”

          Super flexible, and super intuitive. But formalized, and only presented with the default option, so it looks both complicated and rigid.

          I started running the game for 8 year olds, though, and they picked it up very quickly. I do my best to run sessions totally in-fiction, but that honestly gets broken every other turn or so.