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Core Rulebook 2

5/5

This should have been in the Core Rulebook, but that would have made for an obscene word count. The content in this book is essential to the PF2 experience, and I can't imagine the game without it.


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Level Up Your Adventure Paths!

4/5

As an experienced GM who only runs Adventure Paths, I felt that a good half of the content in this book wasn't targeted towards me. Much like the PF1 GMG, the PF2 GMG isn't a compulsory buy unless you are a new GM or plan on running custom campaigns.

However, the content in the other half has proven useful in running Adventure Paths:

- The subsystems provided give substance to aspects of the game that any other TTRPG would delegate to GM fiat. Victory points allow you to create your own subsystems on the fly. Adventure Paths can't cover every possibility, after all!
- The variant rules are knobs and dials that enable GMs to deliver a specific game experience (including those experiences popularized by the Pathfinder fanbase and even other TTRPGs). These will provide Adventure Paths with even more of replay value.
- The NPCs are easily modified/upgraded and allow GMs to stat out minor NPCs that don't typically get stats in Adventure Paths. Finally!

(edited 3/12/20)


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Character and World as One

5/5

A perfect companion to the Lost Omens World Guide! The loads of new heritages and organizational archetypes give players ways to tie their characters into Golarion not just through flavor, but through mechanics, making them inseparable from the world they inhabit down to how and why they roll the dice.

(edited 1/7/20)


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The New Standard for Setting Guides

5/5

I'm brand new to Golarion, and this book gave me a superb high-level overview of the setting. The hierarchy of content in this book (i.e., zones; regions; places; histories; current events) makes the content accessible and easily referenced. Additionally, there are plot hooks simply leaping off every page! I would get a lot more mileage out of setting guides for other games if they were similarly structured and brimming with content.

(edited 1/7/20)


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Everything 4e Promised and 5e Couldn't Accomplish

5/5

D&D 3e/3.5e left a bad taste in my mouth, despite extensive play. D&D 4e was my favorite edition, but I often felt like nobody else shared that opinion. I felt D&D 5e was flimsy and bland; I got all the mileage I could out of it in a very short time.

I picked up PF2 for the following reasons:

- Favorable comparisons between PF2 and D&D 4e
- Paizo's unmatched prewritten content support
- Paizo's dedication to inclusivity in gaming

PF2 gave me everything I missed about D&D 4e and fixed the things I didn't:

- Classes that feel diverse and highly customizable instead of homogenous
- Intuitive systems built on solid underlying math that won't require volumes worth of splat to fix
- More effectively written content than I know what to do with instead of volumes worth of impractical bloat
- Thriving organized play instead of what seemed to be a barely extant community
- Engagement with the player-base instead of spitting products out from some corporate bunker

I wouldn't have ended up trying and loving PF2 if the developers hadn't committed to giving the game a fresh identity. I'm really happy they did it "the hard way" despite the associated risks and gargantuan effort.

PF2 is my new dedicated system!

(edited 1/7/20)