
Ramlatus |
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Ramlatus wrote:That is how all TTRPGs have been for me. Each character is on their own until the end of an encounter. The only exception is people will use an action to prevent someone from dying, but some people feel that that is kind of a wasted action better spent finishing the encounter. Then deal with the downed characters.And yet, literally everyone on this thread is telling you that your assumptions are wrong.
You asked at the very beginning:
Ramlatus wrote:So can any of you tell me what I am missing, or shed some light on this conclusion.And that is the answer. It may not be the answer that you were expecting, or even an answer that you like. But it is the answer that you need.
PF2 is a team based, cooperative, role-playing game. It actually delivers on that claim. It is team based - party strategy and synergy is extremely important. It is cooperative - including with the GM. It is focused fairly balanced between combat and role-play - skills and skill feats are fairly important even if they don't always have in-combat use.
In order to enjoy this game you will need to put away your assumptions that you have gotten from other games. If you and your long-time friends that are used to playing PF1 and D&D and Shadowrun try to play PF2 the same way, it will go horribly wrong and you will either end up quitting the game system entirely, or end up back here on the advice forum wondering what went wrong.
No long term friends....
People don't see me as close friend material or I just don't know how to make friends. People don't dislike me generally, but no one considers me a good friend. If I am there "hey cool", if I am not "okay". I am just knida the guy in the background of any group I am in. It is lonely, but it is the best I have.