|Marvin the Marvellous|
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I'd like to tip my hat to Paizo for their efforts in generating a world class RPG in Pathfinder 1e. If they get a chance to read this post, I hope they will consider what I have to say in the spirit in which it is meant.
I admit to not being overly enthused when announcement came of PF2e. It seems that RP's are in a constant state of reinvention that frankly takes away at times from long running campaigns.
Still, I downloaded the playtest materials and found that there were a lot of really good ideas, and a few 'meh'.
- Mechanical simplicity. While I know that there are a lot of players who are upset about the rather generic list of feats and abilities, I think the mechanics of this system make it relatively easy to modify and add, and frankly I anticipate a huge number of OGL support materials to do just that.
- Action Economy. This change had me at 'hello'. Easy sell. I cannot stand the cumbersome standard/move/free/immediate - blah, blah, blah - system. And the free action triggers. Awesome. Keeper.
- Magic. Partly in keeping with the above, I largely like the way magic has been dealt with. The metamagic feats...again...awesome. It makes them useful whereas far too often, players bypass them unless they get them in 'rod' format. I also like some of what was done with magic items. Magic weapons doing extra die worth of damage instead of the limp +1 is a great idea.
- Background focus. This will appear in the 'meh' section also, but as a GM that wants his players to have consistent, logical characters rather than the min/maxed cutouts, PF2e's nod to backgrounds is great.
- Skills. This will also appear in the 'meh' section. I like a lot of what was done here to make skills useful and frankly desireable.
- Weapons. I like some of the thought put into giving different advantages to different weapons. Now if only this had been carried over into armors (see below)….
- Bulk. Simple. I like simple.
- Death and dying. I really like this because it converts dying from a matter of hit points to a matter of rounds, taking pressure off the healer.
- AOO's. I like what they've done this. I've always thought AOO's were just plain stupid and used way, way too often.
There are a few other 'neat' things, but those are the main ones.
- Character generation methods. This system is fast, but leads to very generic characters, none of which will stand out. In a heroic game where we want to make memorable characters, I don't see it.
- Classes. Far too much thought has been put into trying to even out the classes at the cost of class flavor. Sorry.
- Backgrounds. As cool as it is to see this 'nod', they are incredibly generic.
- Proficiences. From -2 to +3 differentiates Untrained to Legendary in just about everything. Really? That's it?
- Armor. A really big pet peeve is how a dextrous guy with cheap leather armor has the same AC as the less dextrous guy with far more expensive plate armor. AND the guy in plate mail is noisy and will likely drown. Armor has to be more than what it is, in much the same way as the ruleset differentiates benefits for weapons.
....there are a few others, but they are fairly minor.
It makes me wonder if it might be possible to mesh 1e and 2e....
Anyways...just some thoughts.
|Marvin the Marvellous|
Agreed with pretty much everything. The classes feel bland. The races feel bland. The proficiency system makes characters even more bland.
While there are things I like about the game and can see potential, as it is now, I'm not even slightly motivated to buy.
We are looking at whether it would be possible to integrate the mechanics with 1e....a 1.5e as it were....until the official launch next year so we can see what changes take hold.
I am just curious...
Has anyone else given thought along those lines? If so, it would be great to hear from you.