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Among my friends there is a Pathfinder 1e group I'm involved in and a few are involved in a DnD 5e game or two as well. There is no current interest in switching anything over to 2e. When we finish our current AP we'll either play another AP we haven't yet played like Giant Slayer, a Starfinder game, or some other game entirely. My personal resistance to 2e is it suffers from the same bad design decision that both DnD4 and and DnD5 took. Under the d20 System and derived games, the attitude was here's the mechanics, make the character you want to play. Under PF2/DnD4/DnD5 the decision was made to be here's the characters we, the designers, want you to play, you're not allowed to customize them; be happy with that. The decision to remove multiclassing (feat classing wasn't multiclassing in DnD4, and it still isn't multiclassing in PF2), class locking most mechanics, and designers start saying nonsense like "niche-protection" fully cemented that opinion. ![]()
Captain Morgan wrote:
Have you ever actually played a combat? The difference between an elf's speed armored and unarmored tactically is almost nothing. The difference for a dwarf is tactically is enormous. An elf in armor has the same penalty to speed as the average dwarf in absolute magnitude, but proportionally it is much less. It is tactically sound for the average elf to wear heavy armor. It is suicide for the average dwarf. The only heavy infantry dwarves would ever field would be the small proportion of their population that is unburdened, elves or humans would have no need to rely on some rare genetic anomaly to field heavy infantry and thus would field more. The premise stands. ![]()
Captain Morgan wrote:
Accept that a dwarf in heavy armor is slow to the point of utter tactical uselessness without the feature. Even the most incompetent general would just out-maneuver them. Other species don't have this problem. ![]()
PossibleCabbage wrote: My preference would be to make unburdened actually a "trained" thing so it is just a regular ancestry feat and not a heritage. Like in real life people can just learn how to carry more stuff via experience. Like those Luo women who carry 70% of their bodyweight on their heads learn how to do that; they aren't born with special necks. Even if it were, Dwarven heavy infantry would be rarer than the other races since it still would require more training than them. ![]()
Since Dwarves are no longer innately unburdened by heavy armor, and it is now a learned ability this creates a paradigm shift in their fluff. Humans and other medium size creatures aren't slowed to the point of pointlessness making heavy armor and thus heavy infantry a valid tactic for their armies. Dwarves on the other hand need to take the learned ability to reduce the speed penalty otherwise heavy armor's penalties are too great. This means that Dwarves in heavy armor have to be more trained than their counterparts from other species. More training means higher rarity. This means the paradigm of heavily armored line infantry is no longer a thing that makes sense for Dwarves. They would instead be a species known for fielding lightly armored foot troops. Has anybody else noticed any fluff changes necessitated by the rules changes? ![]()
Voss wrote:
How does playing the game the way it's not supposed to be played yield real data about how the game is supposed to be played? ![]()
David Silver - Ponyfinder wrote: A 3/3 fighter/mage is a 6th level character. That they can stand with level 4 characters is not glowing praise. They are talking about 2nd edition multiclassing, a 3/3 fighter/mage was not a 6th level character. It was a 3/3 fighter/mage character, it doesn't translate to 3rd edition terminology. XP was tracked per class and each class had its own XP->level chart such that characters would be much different class level and have relatively equivalent power levels. Thieves level faster than fighters who leveled faster than Wizards. Character classes weren't designed to stack rather the best one took priority. ![]()
Dire Ursus wrote:
Yay, my plus is higher, let my enthusiasm gush over this poorly designed feat/"multiclass" system. At the end of this playtest, if this is what we end up with and its complete lack of character customization, it will ultimately be a subscription stopper. ![]()
Dire Ursus wrote: Or more like: want to make a trip build for Ranger in 2e? Just do it! You don't have feat taxes that you need to take to actually use trip. Just keep boosting your athletics and you can trip people. Much better than 1e. Not really, that's just an utter lack of support for a trip based fighting style at all. You can only be as good as everybody else. ![]()
Dire Ursus wrote:
Being able to create a bad character is infinitely better than not being able to create a character at all. Want to create a trip build Ranger in 1e, there's never been any Ranger-specific support for it, but you can totally create it. Want to create a trip build Ranger in 2e, your SOL, Paizo hasn't made that yet and is giving no signalling that its on the road-map. ![]()
Dire Ursus wrote:
In first edition, I have near all the feats in the rule book to potentially take. In second edition, I only have the siloed feats to choose from. I have far more customization in 1e. ![]()
John Lynch 106 wrote:
1st I don't think it's fair to only limit to the CRB. PF2e is competing against the games in my collection and that includes a near full set of PF1e books. That said, I absolutely could make many more characters in the base PF1e core book than this playtest document. Class feats are a huge part about that, but also the multiclass system. I would much rather a PF1e style multiclass system that finally fixed multiclass spell-casters, monks, and any other archetype who's primary thing wasn't multiclass friendly. ![]()
Slyme wrote:
Same, the switch in attitude from "let us help you create the character you want to create" to "you can only create the characters we want you to create" is too much of a turn off. ![]()
Unicore wrote:
Not everything is combat focused nor needs to be. The fighter 3/rogue 3 isn't as good at fighting as fighter 6 and it shouldn't be. Nor is it as good as rogue 6 at non-combat situations. But it's better at combat than rogue 6 and better in non-combat situations than fighter 6. Which is exactly what it should be. ![]()
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Skeld wrote:
Pretty much this. If/when I get tired of 1e, I'd probably switch to Mutants and Masterminds 2 or 3, Warhammer Fantasy Roleplay 2, or a system I haven't played before. ![]()
DataLoreRPG wrote:
This is just a mathematically false statement. Every desiloed feat increases the number of possible characters factorially. The extremely restrictive multiclass system also decreases the number of characters factorially. ![]()
DataLoreRPG wrote: I think the class feats are fine conceptually. They just need more of them and have stated that is exactly what they will do. There will be rogue dual wield feats for example but they just arent part of the playtest. I think they said every class will be getting a couple pages worth of just extra feats. So rogues will be able to dual wield but just differently than fighters. The problem, I think, is folks are judging an inomplete product and measuring it against PF1 which has been in development for forever and has a billion splat books. Which is a completely fair comparison. PF2 has to convince players its better than PF1. It's coming out of the gate with the ability to make far fewer characters than PF1's Core Rulebook much less the expansions people have bought over the year. It needs to convince players that despite that rather huge flaw, you'll have more fun with the new ancillary rules. Quote: It is paradoxically odd that you want characters to feel different but you want them to all have access to the same feats. Kinda doesnt make sense. The purpose of the character creation rules are to minimize the amount of time a player can go from the concept of their character to realizing that character in the game. The more impediments there are to creating the character you want to create, the worse a system is. The purpose of a class system is to round out the characters and pace the characters to make sure the character's remain balanced. Quote: As an aside, I am surprised that an ADnD player would care about siloed class features; that is literally how the hobby started. Want to do skills? Be a thief. Want to attack low cr monsters more than once? Be a fighter. Want to tell you are moving downwards? Be a dwarf. Also, deriding this design as video gamey is funny since the hobby started as an extension of a miniature war game. The more things change, the more they stay the same, I guess. By modern standards, AD&D is poorly designed. ![]()
This thread highlights one of the problems I have with the system too. It's a game where you only get to play the characters the designers want you to play rather than the characters you want to play. That's why all the feats went from well-designed general purpose abilities to highly restrictive no-creativity-allowed abilities that you only get by taking the class. The lack of a good multiclass system only exacerbates this. The alchemist (for example) would be infinitely better if you took the PF1 alchemist, turned all the Discoveries into proper PF1-style feats. Give all the feats the Discovery keyword (and any other applicable keyword such as Combat, maybe add Mutagen and Bomb as appropriate to open up design space) and change the discovery class feature to granting bonus Discovery feats. Fix multiclass spellcasting while your
Similar things could be done with Rogue Powers, rather than having Ninja Tricks and Slayer Talents (and the similar abilities for Investigators and Vigilantes). Turn them all into feats and just give the classes bonus feats that have the right keyword. Rogues would get bonus Trick feats. If you really don't want too much class sharing, then use a variety of keywords. Make some of the Ninja Tricks into Trick feats but others into Ki feats and give the Ninja bonus Trick or Ki feats while the Rogue only gets Trick feats. The important things is the feats are general purpose and anybody can take them if they meet the prerequisites. ![]()
I'm going to make the argument that is the opposite of the traditional stance. The D&D 3e Spiked Chain was the only balanced PHB Exotic Weapon. All the other ones were under-powered. The exotic weapons in Pathfinder 1e were not feat-worthy and were under-powered. Looking at the ones in 2e, it looks like the same problem. ![]()
This is really the core problem of the fighter. The axioms of balance are roughly
That third axiom is more important in prior editions than this one, but given how important combat is to the genre it's not something that should be dropped. The fighter is, however; incompatible with the axioms. The fighter specializes in combat, moreover; it doesn't have the option to not specialize in combat. Therefore, he must be unequivocally better at combat than any other class that is not similarly focused. This makes it incompatible with the third axiom. And if you balance it to the third axiom, the fighter becomes incompatible with the first and second. ![]()
I did my initial read through last week and I'm trying to decide if I want to participate more in the play test or even make the switch over. One of my first concerns is the tendency to use the word "simple" as better than "complex". Moreover, the attempt to frame 1e as too complex. Too simple is just as bad as too complex. With that said trying to frame the new action system as better because its simpler is just wrong. The difference in complexity is negligible and this is pretty much a lateral change. I would have to say my reaction to the action system or the degrees of success change is "meh". Next let's look at Ancestries/Races. My main criticism for Races in D&D3e to PF1e would be that your race is mechanically significant at 1st level and almost totally unimportant by 10th. If any variant of the d20 system did races right it would be Arcana Unearthed/Evolved, if you wanted to keep your race as a significant mechanical aspect of your character in that system you definitely could. Looking at Ancestries in PF2e, I like the automatic racial feats idea but overall, I think this area needs a lot of work. The mechanical contribution of the race at first level is far too little and the feats are not interesting. Not a single one has a requirement over level 5. Also not a fan of the way Half-Elf and Half-Orc were done. Next let's look at classes, feats, and archetypes since they're so intertwined it's hard to separate. First, the single best feature of D&D3e was its multiclass system. Multiclass fighters worked because everybody got BAB and everybody got feats. Multiclass rogues worked because everybody got skill points. If I had a criticism of the multiclass system in D&D3e was that the designers punted when making it work for the spell casting system. Instead of designing it so Wizard 20, Wizard 10/Fighter 10, Wizard 10/Cleric 10, and Wizard 7/Cleric 7/Fighter 6 worked because every class could improve spell casting in some manner, they instead siloed spellcasting inside its class. They papered over it a little with Prestige Classes but it still needed work. With PF1e in addition to not fixing spellcaster multiclassing, it worked very hard to discourage multiclassing at all by making sticking to one class much better than multiclassing. In this regard, PF2e is really bad. Far too many feats are siloed inside their classes, and the multiclass system is hugely incomplete and too costly. Moreover, going back to simplicity/complexity, feats having lots of prerequisites is not a bad thing, you removed those for no reason. This part just needs to be reworked. Next I want to talk about adventuring stages. In d20 your character goes through roughly 3 stages. Fledgling adventurer, adventurer, and high level. In the fledgling stage, you probably haven't created the character you want to play yet and it's mechanically uninteresting. This area of the game would be boring but tension is added because death is always around the corner. In the adventuring stage, you've probably created the core of your character, you're survivable, and you get to do cool stuff. At high level, you've made your character and fully fleshed out the character but the game falls apart in book-keeping. In D&D3e-PF1e this stages are roughly 1-4, 5-10, 11+ in character level. My main concern reading through PF2e is that the added HP at first level removes the tension and makes the fledgling stage far too boring. Moreover the defrontloading of characters means you'll be in the fledgling stage far too long. Suggestion, drop Ancestry HP, put back a lot more of the racial abilities and ratchet up the mechanical aspect of Backgrounds to accelerate characters out of the fledgling state as fast as possible. Finally I want to talk about staleness. The d20 system is nearing its 20th birthday. In that time I've played a lot of characters. In my current game, with my last death; my GM gave me the option: get raised or make a character only from the core rulebook. I chose the former option. The latter option was so detestable, I might've considered dropping the game than taking it if it was my only option. I've played the Core Rulebook. The fact that that the new Core rules only contain Goblin as a newish race and Alchemist as a newish class is a major problem for me. I get the need for basic archetypes for new players but veterans also need a reason to switch and right now; I'm not inspired. PF1e core was 575 pages, 2e is 428, that means you've got over 150 pages to fill with more stuff. 1e's problem wasn't that it was too complex, its problem was it was too sprawling. Having more options in the core book would go a long way to get me to consider to switch over. |