How will PF2 handle the wide range of playstyles?


Prerelease Discussion


I am seeing a lot of posts that want to change some of the default assumptions of PF1 - things like easy access to magic, wand use and out of combat healing, the accumulation of multiple small bonuses, and so on - these all give the game a distinctive feel - one that I actually like.

I hope that PF2 has enough flexibility and the guidelines to handle a game that matches what I'm looking for and the things that someone looking for a different feeling game is seeking.

Will PF handle the transition from low to high magic? Heroic fantasy to grim and gritty?

Should it have that kind of flexibility?


Well, it looks like in the magic item realm at least they are making it very low magic.


It's not so much going from low magic to high magic or high magic to low magic as it is going from magic to superheroes. Skills are now essentially magic that functions in an anti-magic field, judging by all the excited bragging from the designers' hints.


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Bloodrealm wrote:
It's not so much going from low magic to high magic or high magic to low magic as it is going from magic to superheroes. Skills are now essentially magic that functions in an anti-magic field, judging by all the excited bragging from the designers' hints.

You can't simultaneously have reality warping magic and realistic non-magical mechanics without dooming all non-magical characters to being strictly inferior to casters. Either magic needs to be toned back to basic parlor tricks, or martial characters need to have access to Epic level feats. (And by Epic, I mean the literary version, not the 3.P version.)

Nobody wants to play a caster that caps out a Magic Missile, so the choice seems obvious to me.


I'd honestly take it better if these things they keep talking about were class features instead of uses for skills.

Silver Crusade

Pathfinder Adventure Path Subscriber
Bloodrealm wrote:
I'd honestly take it better if these things they keep talking about were class features instead of uses for skills.

What if they are skill feats.


Bloodrealm wrote:
It's not so much going from low magic to high magic or high magic to low magic as it is going from magic to superheroes. Skills are now essentially magic that functions in an anti-magic field, judging by all the excited bragging from the designers' hints.

You seem to be making a lot of comments about this sort of thing...

Bloodrealm, do you mind if I ask you a few questions about your gaming?

Which levels do you like best?

How do you define 'level' and the process of 'leveling up'?


The problem is I'm seeing a lot of suggestions flying around that if adopted would suck a lot of fun out of the game for me.

Bloodrealms fear of what the new skills will do to the game is a perfect example - to me they sound awesome and fun, if anything I'm hoping the cool ones aren't all gated to too high a level.

I don't want to tell these other people they can't play the kind of games they want, but I also don't want to lose the things I enjoy.

Radiant Oath

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Arssanguinus wrote:
Well, it looks like in the magic item realm at least they are making it very low magic.

I'm not sure you know what "low magic" means.

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