What part of the game did you unexpectedly like?


Pathfinder Second Edition General Discussion

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Like Dimity, I've enjoyed healing. In one of my groups, I'm playing a Cleric with the Blessed One archetype because the group needed in-combat and out-of-combat healing. Reversing critical hits with the two-action version of Heal and patching up cuts and bruises with Reach Spell into Lay on Hands has been far more fun than expected. It's always appreciated, and because it doesn't require a save and has a high floor, the two-action version of Heal almost always works.

I've also enjoyed roleplaying a character who has so much faith in Desna's favor that he'll stride into melee to provide flanking despite a low AC. Clerics have decent hit point growth and so many casts of Heal that I can afford to make risky plays.

I'm still looking forward to retiring the character when the campaign ends, and I joke that I'd like the party to let him die so I can create a support character with more battlefield control spells, flashier buffs and better cantrips. But if the Cleric makes it to 20, I'll be happy.


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I'm really excited for my new cleric character. She gets so much healing. Huge improvement over the old Spontaneous Casting rules!


Pathfinder Rulebook Subscriber

Druid, probably. I generally am not a huge fan of druids in these types of games, but I've really enjoyed both the wild druid, which manages to be flexible without overbearing and the way the primal list lets me play a sort of 'fury of the elements' style offensive spellcaster.


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Gunslingers. Did not expect to have as much fun playtesting that character as I did. I disagree with some of the final decisions, but on balance enjoy way more than I thought.


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Everyone gets Action Points, one per session. Okay, they're called Hero Points, but they're Action Points to me. I love Action Points.


For me? Summoner. I don't like spell slots. I just don't. I never expected to be interested in a class that used daily slots in any way. The way they put together the eidolon, though, especially the monster-style attack traits from class feats, and that glorious, glorious reach that you can get on the plant eidolon... it's just so savory. All the massive battle-spanning tarpit you could wish for. I also found, somewhat unexpectedly, that I really like the hard disconnect between player options and eidolon options, just from a game design standpoint. They can just balance eidolons against the monster rules, and not have to worry about freaky abusive synergies with the player rules, and it lets them give us so much more of the right kinds of awesome with the eidolon, right out of the box.

Now if I could only manage to get both means and opportunity for a game to play a Summoner (or a Champion, or a Monk) in.


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Oh my gosh, I did not expect to love Unexpected Sharpshooter so much. So many of these archetypes are so incredibly flavorful, and... I can't believe I want to play this one now. Chain Reaction alone isn't just super funny, it's really well-designed.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Kobold Catgirl wrote:
Oh my gosh, I did not expect to love Unexpected Sharpshooter so much. So many of these archetypes are so incredibly flavorful, and... I can't believe I want to play this one now. Chain Reaction alone isn't just super funny, it's really well-designed.

That stood out very positively to me as well, though I wonder if you can use can use certain archetype abilities with crossbows and thrown weapons.


The character creation system. Honestly when i first saw it, in the playtest, i tought it was a complicated, confusing, bloated mess.Then i got the hang of it and now i appreciate how incredibly streamlined it actually is. I can make a new character in minutes and have it ready to go and actually be good. Sure, i may not have the freedom to min-max as much anymore, but i don't miss it, especially when the upside is so great.


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I wish when I'd been frustrated by character creation originally, fewer people had said, "Actually, you're wrong, it's great," and more people had just encouraged me to keep trying. It really does get easier, and at a certain point it "clicks", and all most of the frustration turns to wonder at how they made it flow so seamlessly.


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Kobold Catgirl wrote:
I wish when I'd been frustrated by character creation originally, fewer people had said, "Actually, you're wrong, it's great," and more people had just encouraged me to keep trying. It really does get easier, and at a certain point it "clicks", and all most of the frustration turns to wonder at how they made it flow so seamlessly.

That is frustrating. If I ever give a counterpoint I'm not telling someone they're wrong, just "I think differently bc such and such". Also, I'm sorry if I've ever come across as otherwise.


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I was really surprised by how much I like halflings in PF2. I always disliked them in general, and found them to be a bit redundant to have in a setting that has gnomes, but PF2 has turned me around on them.


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not so much pf2e but what paizo is providing pf2e gms & player's compared to "the other big fantasy rpg system " a book purely about magic with classes for player's & magic systems for gms. or guns & gears "again same points . oh let's not forget kingmaker (I know 1e originally) it let's you build and run your own kingdom! it's not everyone's thing but the option is thier . and my personal favorite of what is announced so far book of the dead!!! full playable vamps lich mummy's skeletons etc + anti undead tools and a full bestiary & undead summoning rituals & great lore and probably undead themed magic items & artifacts. this is why pf2e rocks its willing to go to niche ideas & provide it so everyone is happy also mythic rules pretty please with a sweet roll on top?


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Gosh, sorry for the necromancy, but it's super wild how many of my issues with PF2 have just sort of fallen away over the last two years. I feel like I just have a problem with reflexive hostility to new outside ideas? Like, I really need to sit with something for a while before I can change my mind on it.

Anyways, you know what I've come around on? Versatile builds. I absolutely think they're viable now, as long as you're clever and flexible with the concept. They could use a bit of support--in particular, with humans now being among the least versatile ancestries in terms of ability arrays--but even if your GM is a stickler, you can get away with a ton with the tools PF2 gives you. Like, what other game would let me play a cunning, pistol-wielding Medic cleric who also serves as the party's face and skill monkey? That character has so much going on, and she's definitely less specialized than she could have been, but she's still often the one thing keeping the rest of the party standing. PF2's support for character versatility is fantastic, but for the longest time I was convinced it was dreadful.


Returning to OP question after some years of gameplay...

  • I like how unexpectedly well to movement action works. Originally I was expecting that the removal of AoO RS as a basic mechanic we would end in a running around game. But the action economy ends being a so important resource the most players and even I playing as GM usually avoids to use actions with movement unless it's clearly necessary.

  • Another unexpectedly thing is that the low verisimilitude of many mechanics isn't annoying as I was thinking. Many things runs more smooth than I was thinking narratively.

  • Casters are more stronger and sustainable than I was thinking. The game gives a wrong impression of weaken casters due the fact that in first levels you are too dependent from cantrips and the low number of spellslots and focus spells. But the things will changing as long your level progress and your versatility and firepower exponentially improves.

  • Liberty's Edge

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    The Raven Black wrote:

    I was and still am amazed that PF2 tells the same stories as PF1 but with a infinitely more balanced and tactical system.

    And I find it incredible how robust the balance is, and that we have so much variety at the table without breaking the engine.

    I stand by my words and look forward to even more variety in both PCs and stories thanks to Remaster and War of Immortals and Tian Xia ...


    At first and mostly my fault I had issues getting into PF2.

    With the Remaster available it maybe different and from what I heard easier to get into.


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    Pathfinder Roleplaying Game Charter Superscriber
    Kobold Catgirl wrote:
    Also, I have to pronounce "attack of opportunity" way less.

    Because of the way someone at my table once stumbled over the phrase some time ago, we now pronounce it "tappa toppa toopie"

    Lantern Lodge

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    Pathfinder Rulebook Subscriber

    I know this was mentioned earlier but it's still true. Archetype-based multiclassing is the way it always should have been done, and it works so, so well. Every class has its "core kit" that you can't change, and then class feats are how you make your bard different from every other bard in the universe.

    "My bard can play two songs at once, on a single instrument."
    "My bard knows everything that has ever happened, every story ever told around a campfire or to a child in her cradle."
    "My bard channels Sarenrae's holy sunlight to redeem the repentant and punish the guilty."
    "My bard has a spellbook to hold all of the goofy, special-purpose stuff that I don't need very often."

    You see how neatly the multiclass archetype fits in with the others? Making your "uniquifier" be "a weakened version of another class" just works.


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    Healing in this game works beautifully.

    Magical healing of clerics might be the most obvious choice for newcomers, but they don't overly outshine heals of occult-based sooth or primal casters, or other divine casters like Sorcerer and Oracle. There's fine variety on different subclasses and feats that modify healing and so many ways to make healing viable. And now there's a kineticist, and later this year the Animist.

    And out of magical healing, alchemist that focuses on Chirugeon and battle medicine based characters are also viable healers in combat and out of it.

    Healing just works in all it's variety. I realized it early on when my poor sorcerer perished in TPK and on new characters a buddy made battle-medicine focused investigator. Seeing it in action was eye-opening. Since then I've seen variety of styles on healer characters as their primary or secundary role.


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    I never knew how much I enjoyed healing characters until PF2 came out and made them not only viable, but dynamic and tactical. It's no longer just a single spell you can only use in a single way. Movement matters, build choices matter. The action economy means that you never have to pick between healing and doing something useful unless healing is so critically useful that it's all you can stand to do.


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    Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

    What I found unexpected isn't really any one particular thing, it's that coming as I did from a much more "realistic" and "simulationist" system how much I like Pathfinder overall. It's hard to explain, but as someone's already said here, it just works. :)


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    Champion’s Reaction.
    I expected to miss Smite Evil, but I’ll take Retributive Strike over 1e Smite Evil any day.

    Liberty's Edge

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    Does Remaster changes count now ?

    I find the replacement of alignments by edicts and anathemas immensely liberating.

    Even though I was an avid contributor to alignment threads, I am really happy we do not have them (and all the badwill they generated) anymore.

    Wayfinders

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    The hazard system, especially for haunts, it's great to have a system for strange ghostly encounters that don't have to use normal creature and combat rules.


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    Going back and forth from Pathfinder 2e, the 1e video games, and 5e, I really appreciate things like the Bard's inspiration and the Barbarian's rage being more or less at will. It's great to always have your character's schtick at the ready.


    Pathfinder Adventure Subscriber

    My group came from 5e a number of years ago (and for the most part, haven't looked back) and the thing we were the most apprehensive about but ended up loving was Spellcasting.

    At first glance we were nervous coming from a system where spellcasting rules in every sense of the power game but were willing to give it a shot. I know that Vancian casting isn't exactly beloved by all, but our group loves so much of it. It closed the distance between prepared and spontaneous casters and lacked any concentration mechanic.


    Pathfinder Adventure, Adventure Path, Maps, Rulebook Subscriber

    Hand economy. Looking at the rules I was unsure how it would feel dealing with action taxes to get things out, and dubious about the viability of 1H-weapon + open hand style. Now with a year+ of experience, I do find the action costs and hand juggling frustrating at times, but it's a good kind of frustration if that makes sense. And I completely underestimated the power of Athletics maneuvers and how strong having an open hand could be.


    Iron_Matt17 wrote:

    Champion’s Reaction.

    I expected to miss Smite Evil, but I’ll take Retributive Strike over 1e Smite Evil any day.

    And you can still get Smite Evil if you wanna. It might even be better after the Remaster, assuming it otherwise stays the same but changes the Good damage to Spirit damage.

    Speaking of the Remaster, I'm really liking the changes to the names of damage types. Alignment damage sounds odd, Good damage versus good damage, and so did Positive and Negative. Vitality is a tiny bit of a mouthful but I like it, and doing Void damage makes my teenage edgy anime loving self smile.


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    After playing this game a while, one additional thing I enjoy is how easy it is to modify without breaking it. I can add house rules or increase power a bit and the game is still extremely playable and easy to modify to increase difficulty.

    So many modular pieces that you can modify a piece for PCs and monsters and balance the game.

    A very nice element of the system for home games.

    Scarab Sages

    tiornys wrote:
    Hand economy. Looking at the rules I was unsure how it would feel dealing with action taxes to get things out, and dubious about the viability of 1H-weapon + open hand style. Now with a year+ of experience, I do find the action costs and hand juggling frustrating at times, but it's a good kind of frustration if that makes sense. And I completely underestimated the power of Athletics maneuvers and how strong having an open hand could be.

    The action economy around drawing items is probably my choice as well. The remaster helps with Swap, too. It felt like it would be cumbersome, but it works well. I do wish that having weapons out at the start of a fight wasn’t handwaved so much. It diminishes a feat like Quick Draw or other abilities, and in some cases affects the encounter design. But overall, this is something about the three action economy I thought I would not like, but do.

    I like the open hand fighting style, too. There are some good feats that build on that.


    Travelling Sasha wrote:
    What part of the game did you unexpectedly like?

    The end.


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    The Contrarian wrote:
    Travelling Sasha wrote:
    What part of the game did you unexpectedly like?
    The end.

    Groetus? Wasn’t he around in 1e?


    It'd be interesting if having your weapon at the ready was an explicit Exploration action with some other benefit--you know, the idea that you can't move at normal speed while wielding your huge sword.


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    I've always seen Quick Draw/Swap as more helpful for situations where you can't/won't have your weapon out. In town, for example, or at a society gathering. Also possibly in situations where you're expected to have your hands doing other things, like climbing.


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    Pathfinder Adventure Path Subscriber

    It is a house rule, but I make NPCs a step more hostile towards PCs who have weapons drawn when entering a room.


    Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
    The Contrarian wrote:
    Travelling Sasha wrote:
    What part of the game did you unexpectedly like?
    The end.

    The end of most any game session is pretty great for me too! That's when we level up, oftentimes, which is always exciting as there are endless possibilities in which I could take my character. What's more, it's when I get to lay back, relax and imagine and replay the story I just experienced with my friends from beginning to end without the interruption of dice rolls or game mechanics.

    "Man! Can you guys believe that, after a year of battling him, we finally--literally--mopped up the still living big bad...with an absorbent loaf of bread!? What a game session that was!"


    Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber
    The Raven Black wrote:

    Does Remaster changes count now ?

    I find the replacement of alignments by edicts and anathemas immensely liberating.

    Even though I was an avid contributor to alignment threads, I am really happy we do not have them (and all the badwill they generated) anymore.

    Does this mean I can't play my Paladin as "Lawful Stupid" any more?


    You still can play it as "Lawful Stupid" but if you want only.

    Scarab Sages

    Perpdepog wrote:
    I've always seen Quick Draw/Swap as more helpful for situations where you can't/won't have your weapon out. In town, for example, or at a society gathering. Also possibly in situations where you're expected to have your hands doing other things, like climbing.

    This is what I mean. Yes. I, too often, see it hand waved in these situations. I've got no issue with assuming that weapons are out while exploring the trap-filled dungeon with bodies lying about. But if an encounter is designed to break out in a situation where you would not normally have a combat, then the action should need to be taken.

    Liberty's Edge

    YuriP wrote:
    You still can play it as "Lawful Stupid" but if you want only.

    That was always the case. "My alignment made me do it" was a widely used excuse for disruptive and even jerk behaviour. And it was not only LG.

    Interestingly, I saw LG bring very bad things out of other players who were really eager to make the Paladin fall. I do not remember seeing such hostile behaviour with other alignments.

    The closest I can remember was teasing covert Evil PCs to admit their true alignment. And it was less hostile than what the Paladin got.

    I think TTRPG players do have a problem with the ideal knight in shining armor trope.

    Hopefully, with alignment gone the way of the dodo, all this will be far less present and thus disruptive.


    Kobold Catgirl wrote:
    It'd be interesting if having your weapon at the ready was an explicit Exploration action with some other benefit--you know, the idea that you can't move at normal speed while wielding your huge sword.

    The way I run this is if the players are doing exploration activities, it's assumed that they have their weapons out, but if they're not, they don't unless they explicitly say so.


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    Ed Reppert wrote:
    The Raven Black wrote:

    Does Remaster changes count now ?

    I find the replacement of alignments by edicts and anathemas immensely liberating.

    Even though I was an avid contributor to alignment threads, I am really happy we do not have them (and all the badwill they generated) anymore.

    Does this mean I can't play my Paladin as "Lawful Stupid" any more?

    Unfortunately no. You'll have to content yourself with playing them as Regular Stupid from now on.

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