![]() ![]()
@Mathmuse
Mathmuse wrote: This can be a problem for min-maxers. They might have sacrificed all their good abilities for running away or hiding to gain more combat abilities, instead. I call this overspecialization. Then I have to give them a humiliating way to escape, such as a peasant hiding them in her manure wagon, to teach them to prepare for encounters that combat will not win. Or they die I literally laughed. I'll definately keep this in mind.. because you're right, they have over specialized for combat. I really appreciate the ideas for how to counter a 15-minute day. I want to discourage it. @MaxAstro @The Rot Grub
![]()
Thank you all for your responses. Last night I was frustrated in the middle of my planning, I just ranted somewhat and went to bed. I feel better today overall about continuing to GM. hah. I couldn't really reply to everyone, but I wanted to comment back to many of you. Thank you. @Franz Lunzer
@ericthecleric
@Dire Ursus
@rknop
@Mathmuse
Xanesha is already dead in my campaign. I really like the idea of not letting them feel safe in Magnimar and attacking them there when they don't expect it. Especially since the took up the old Foxglove Townhouse as their base at the moment. I also agree on the Crafting and Healing aspect somewhat. My default stance is that I want to give them the freedom to craft what they need, but I have trouble understanding what items are game breaking. Most magical or wonderous items simply state what they do, but not how difficult or rare it should be to obtain on average. @Nox Aeterna
Honestly, I probably wouldn't mind the min-maxing so much if the AP was geared for it or at least gave me advice for each encounter on how to handle stronger PC groups in addition to the standard non-optimized group. I might be better off looking at harder adventures for my party, like Frog God Games adventures, where the difficulty of the adventure is expected to be somewhat "old school" in difficulty. @Leafar Cathal
@Pandora's & @Lausth
With that said, I really do wish the core system of PF1 didn't allow for such a wide difference in power of the party vs encounter CR. I feel the CR number is simply inaccurate and unreliable when trying to judge difficulty for my group. @Mark Seifter
@MaxAstro
@Pramxnim
@PossibleCabbage & @Davor Firetusk
@Zman0
@Boojumbunn
![]()
First off, I want to give a bit of backstory about my current PF1 game and then talk about what I like about PF2 Playtest in comparison. I really want the game developers to consider my struggle with PF1 when thinking about PF2. Additionally, I'm happy for any advice (form anyone) as well. WARNING! SMALL RISE OF THE RUNELORDS SPOILERS! I'm a relatively new to tabletop games and being a GM as I have only been playing for 1 year. I run a game at work currently. I am running the (classic) Rise of the Runelords AP and have just reached chapter 4. My friends are currently having fun (and I'm glad they are, I really do), but to be honest, I'm not anymore and have considered giving up GM The PCs:
My major issues: (1) Min-Maxing characters has made encounters trivial: Their characters are hyper-optimized and there is no challenge anymore. I don't need to challenge them every fight, I'm happy to make them feel like heroes.. but for me, I get enjoyment in providing a challenge and watching heroes overcome adversity. I would prefer that the world actually present a danger to them. I started the game by limiting the rules to the Core Rulebook only, it was enough rules to learn as is. But, I will pull an encounter from the AP and they simply roll it. Rinse. Repeat. Improving encounters is quite difficult for me. Maybe I'm unimaginative.. I don't know. I feel the AP doesn't give me much in the way of magic users to counter with. (again, the AP gives me goblins,trolls,ogres and giants to work with). (2) Minion hell: It was too late to save my game's speed when the party has a bunch of minions every fight: a shadow, follower, summons. I have a hard time keeping the flow going when some of my players are taking 2 turns per round basically. I feel it almost isn't fair to the others playing, but they haven't complained and the rules allow for it.. I'm not sure what to do about this now, after the fact. (3) Crafting: Players obviously want magic items, but it is hard for me to understand what is game breaking and what isn't. It is hard for me to understand what they should reasonably be able to craft. (4) Healing and 15 minute adventures: I would not mind the players rolling over encounters if eventually they became weaker in doing so, if I could wear them down over time to where encounters became challenging, but the party literally brings along Cure Light Wound wands that they spam or teleport back to town after 15 minutes of questing if I manage to challenge them. Not sure how to handle these problems either. I guess all of my struggles as an amateur GM boil down keeping the party's overall power from growing too quickly and out of control... how on earth do I manage keeping a sense of danger and overcoming difficulties occasionally?
This finally brings me to the Playtest.. and I love it. (1) Min-Maxing seems to be under better control from my perspective.
Other things I like:
Quite frankly, I really want the developers to know that I like the current PF2 playtest rules better than PF1 from what I've seen so far. My only concern is that in my excitement as a new GM, I purchased a lot of PF1 books and APs... it does make it hard to jump to a new edition without bringing some of that along with me. I REALLY want a guide for converting from PF1 monster stats to PF2 monster stats. Something official, maybe an online tool, or re-releases of the APs in PDF form with nothing but the stack blocks changed at a discount. Nothing would get me on PF2 faster than some help making the transition. Thank you for reading my wall-o-text/rant (at 4am!) and any advice you might give. ![]()
No, it was not from a different email address. I sent the email from the email address listed on my account. I did not receive a bounce back and there was no reply in my spam folder. If you want to get technical, here is the email's header information to help you find it: ----
I just forwarded the email I had sent to 'Customer.Service@Paizo.com' again. Thank you ![]()
Considering how much I spend on Paizo subscriptions, I'm disappointed that the playtest I am scheduled to run tomorrow has not arrived yet. I have the PDFs but was hoping for the flipmats and the ability to pass around a book during character creation with my group. May I please have a status update on where my order is at? As I don't have any tracking information, customer support is my only path to updates. Thank you. |