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![]() My name is Tony, and I've GMed some PF games in a town near Moscow, Russia.
Here I'll try to explain some general troubles I've noticed. First is the realisation of new complicated system of actions/activities. Nowdays, every player should always know how exactly does he use his skill, feat or other action source, and know exactly what this action/activity achieves in up to 4 results (from crit fail to crit success). It's rather hard for players, and somewhat exhausting for me as GM - I'm focused on building the atmosphere of Golarion and make the game fun. To solve this problem, I asked my remaining players to make some preparations before "Pale Mountain" - to print separately each action and activity the're going to use. It worked somewhat good, but the amount of rules they needed to study was too much for a short time we had, so our party's rogue didn't prepare "feint" and didn't remember how it works (and ofc I didn't allow to use it - "Your PC just have forgotten how to feint, sorry."). Now I think the best solution is card-based actions/activities (one action/activity - one card with rules). Today I'll start to make a printable summary of basic universal actions/activities (like untrained skills or smth). Hope it'll work. In case of our game designers reading this text - I ask you to make each section of rulebook card-based-friendly, so we could just print (or copy from a paper book) actions, activities and conditions, cut with scissors, and group into card decks like "attack actions", "socialise", "knowledge", "spells" or whatever needed. (If someone tries it now - he'll find many of them on two different pages, and positioned by alphabet. That's not very useful.) Second trouble we met is character sheet. At first we all thought we should just play and get used to it - it's always hard to use a new design anyway, isnt't it? 3 sessions after we started I felt uncomfortable with the sheet, and tried to explain myself what's wrong.
That all led me to scratchbuild my own char list, which is crude-looking, but has more fields for more info.
Some thoughts about entry barrier - might seem insignificant for US part of the community, but in our country potential players that say "OMG too complicated!" and flee in terror from your table are a problem, 'cause there are not many of players around. If a player is not fluent english speaker (which is 95%, me as well) - xe will meet double trouble trying to play the game with the rules hard to understand even in english, and, probably, refuse to play.
To balance the negatives I described above... I'm excited to be a part of playtest, the new rules' basis is much more beatyful and balanced than PF1 for me, and I greatly thank Paizo for this great oportunity of being creative and having fun with friends. ![]()
![]() Joe Mucchiello wrote: I might be alone in this... Nope, u're not alone. We all share the pain. Shisui wrote:
Looks cute! ![]()
![]() A threatening, ready for some fightn PC foe is a preffered target for npcs comparing to the dying(1-2-3) pile of meat... (We should notice that this thread has a good idea of "mindless machine habit", which i'd use in the next game.) Also, for most npcs there's no need to kill a dying enemy if they believe she will die without their "help". Moreover, taking prisoners is a good idea, so a particular evil (but not stupid) npc might stabilise dying PC and, afterwards, make an offer the PC party will have to take (or have some alignment bad news/anathema troubles). This situation might be even more resource-draining than ordinary combat, with less dice-rolling. "Parlu... parlee... parlshhh... YES! PARLAY!" (and socialising is kinda relief in from-combat-to-combat scenarios) TPK is not a good goal in GM practice - let a dying PC live and give your party some pain accordingly is always better. ![]()
![]() (making a monk-fighter just for lawlz) Oh yes! Let's test some heavyarmor-wearing monk! (Reading update 1.3 archetypes) Not good... Now I get only a light armor. (Reading paladin multiclass) Oh yes! Let's test some heavyarmor-wearing retrebutive handlaying monk! P.S. Still need to hurry and play before next update will nerf pal dedication though. ![]()
![]() "Monk... Monk never changes." The-worst-balanced-class in DD3,5 and PF for many years, monk could use more eastern phylosophy while rebuilt in PF2. Some kind of "kungfu is not the way you fight - it's the way you live". In terms of game mechanics, it might mean MORE wisdom-based features. (Do you remember wisdom-shooting Zen-archer? Or Irory str\dex-to-wis skill trait?). And MORE class feats - more, than any other class could wish to have (Oh yeah, even more than fighter!). Because FEAT is also THE WAY YOU LIVE - that's why.
We have 2 monk players in our town playtest party, both are quite unsatisfied with the class. I shall try to make them tell what exactly they'd expect from release version of monk, and we'll hope gamedesigners will hear us.
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![]() Fighter is simply a PROPER FIGHTING warrior. No divine mystics, no idealistic law-abiding, and rogue's cunning doesn't usually work where one needs to be tough, strong and straightforward. Fighters are special, outstanding warriors that make their side win in a clash of other warriors, that are not SO outstanding (be it warrior NPCs or pal/rang/monk/ etc.). They are always the lads and lasses that do the job while some paladin are busy drowning in their divine pathos (barbarians in their rage obsession, rangers in nature bond, etc). |