
QuidEst |

I know in some editions and games pvp works well, and in some it doesnt. Has anyone had any experience using it in pf2?
I feel like you'd need teams for it to work. Casters are pretty bad when they don't have allies to support- what good is giving extra penalties to AC if there's nobody to do the hitting? Good champions lose one of their stronger features, and rogues need to provide non-flanking flat-footed.

Kendaan |

TheGoofyGE3K wrote:I know in some editions and games pvp works well, and in some it doesnt. Has anyone had any experience using it in pf2?I feel like you'd need teams for it to work. Casters are pretty bad when they don't have allies to support- what good is giving extra penalties to AC if there's nobody to do the hitting? Good champions lose one of their stronger features, and rogues need to provide non-flanking flat-footed.
Actually casters might not be in such a bad place, assuming everyone is the same level, incapacitation spells can be used with no problem.

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TheGoofyGE3K wrote:I know in some editions and games pvp works well, and in some it doesnt. Has anyone had any experience using it in pf2?I feel like you'd need teams for it to work. Casters are pretty bad when they don't have allies to support- what good is giving extra penalties to AC if there's nobody to do the hitting? Good champions lose one of their stronger features, and rogues need to provide non-flanking flat-footed.
Agreed. Some characters do their thing quite well solo, others definitely benefit hugely from allies.
The math is likely a bit off too. Essentially, a PC of your level will have lower AC and to hit numbers than expected. I think that gives a significant advantage to classes like the Fighter that rely on having very good to hit numbers and to tanks. A shield using Champion is going to be very, very tanky.
Hmm. I'd like to run the numbers but my intuition says that a Shield using Champion with the silly YoYo of DOOM would be amongst the best at one on one PVP.
And in many groups the martials rely on the casters for utility like flight, see invisible, etc. At an appropriate level a rogue with improved invisibility is going to be darn near invincible.