The game doesn't do a good job at teaching new player's how to play.


Pathfinder Second Edition General Discussion

301 to 350 of 434 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Mathmuse wrote:
Throw me into the same camp as Fabios and Trip.H. The hit point math starts with a ratio of total hit points are around twice Strike damage and asymptotically goes to a ratio of total hit points are around four times Strike damage. The game would be more teachable if the ratio stayed constant, for example, it could be a fixed ratio of 1 to 3.

The issue I have is that changing this scaling makes the PC's growth feel less explosive. We know from RL experience that our fastest growth is right when we start learning a new skill, this is also when we're most likely to fail or to give up on said task or skill. Making a TTRPG mirror this, is a wonderful design feature, and kills off some number of characters while also filtering out players not suited to the experience.


4 people marked this as a favorite.
RPG-Geek wrote:
Quote:
GM guidelines are good but GMs can be newbies too, and it's unrealistic to expect them to memorize the book and know all the tricks. So strong disagree with your overall position: I do indeed think L1 introductory scenarios and scenes should be designed so that death is not expected. I'll again make the point that it is much much easier for experienced rpgers to succesfully increase the difficulty of their L1 game that it is for inexperienced rpgers to successfully decrease it. Seems kinda selfish to me for us fogies to demand these early level products be tuned to our advanced play style. How does the song go? 'You probably think this level's about you...'
Then laugh it off as both sides being new and roll up a new game. If you can't handle dying, it's possible that GM, that module/AP, or the system itself just aren't for you.

To turn it around, if you can't handle beginner levels being tuned for beginners, maybe this game just isn't for you. 'Darnit! Who's idea was it to make this beginner box be for beginners! It should require the players to know and use all available tactics to survive! It should be made for advancers! Like meeeeee!' No thanks.

I care about Paizo creating good experiences for beginners because that grows the player base, which drives more content creation. If a game starts catering solely to the people who have played it for 10 years and demands new entries know every rule intimately to even survive a session, I would expect that game's market share to contract and die.


Pathfinder Lost Omens, Rulebook Subscriber
Mathmuse wrote:

Wow, I read Bluemagetim's comment #237 last night, considered replying, went to bed instead, and found 27 more comments this morning.

Deriven Firelion wrote:

Now you [Fabios] and Trip H are saying that you have an easy time at high levels, but it's too swingy and dangerous at 1 to 4. So how do you interpret that? It's creampuff later on and you want what? Creampuff at level 1 to 4.

If we were talking game design, you'd be mentioning how PF2 advances as whole. Not just focused on 1 to 4.

Throw me into the same camp as Fabios and Trip.H. The hit point math starts with a ratio of total hit points are around twice Strike damage and asymptotically goes to a ratio of total hit points are around four times Strike damage. The game would be more teachable if the ratio stayed constant, for example, it could be a fixed ratio of 1 to 3.

This is an issue from original edition Dungeons & Dragons where the ratio for low-hit-point characters was often 1 to 1. Hit the wizard and he goes down. Paizo tried fixing it in Pathfinder 1st Edition by declaring that the 1st-level hit die was not rolled; instead, all characters received the maximum value from the die. They were more elegant in Pathfinder 2nd Edition, which dropped hit dice. Instead, the characters received one-time hit points from their ancestry in addition to their hit points per level from their class. Paizo has been trying to fix the bad ratio at low levels, but their fix was not big enough.

Back in 2020 AD when some players complained that PF2 characters did not feel heroic enough when the same-level creatures were just as tough as the PCs, the forum gave the simple suggestion of giving the PCs an extra level if the players wanted the PCs to be stronger. Likewise, for those players how want Old School difficulty, I give the same suggestion in reverse. Select creatures one level higher to challenge the PCs with grueling combat....

Thanks for explaining that Mathmuse.

It sounds like not expecting safety overnight is an important piece of info for the players to be aware of.
Also if this was meant as a moderate threat encounter then the circumstances should probably be ones conducive of a moderate threat of enemies of the level they provided.


1 person marked this as a favorite.
RPG-Geek wrote:
Fabios wrote:
Ravingdork wrote:

This is not some lazy isikai anime in which the party is overpowered and invincible right out of the gate. This is a tabletop roleplaying game, possibly the finest there has ever been. To insinuate that the math is badwrongfun is an insult to the developers that spent countless hours getting the math exactly right for the type of game they wanted.

This isn't about game design, but about heehawing one's personal preferences as the only correct way. Anyone who reads this thread and says otherwise are the ones being disingenuous.

"The finest there has ever been"

LOOOOL! pathfinder 2e Is the best d20 ttrpg ever that's for sure, but It's soooo far from the best ttrpg ever, It's actually exilerating that a system so convoluted and messy can be defined as the "finest"

Name something *objectively* better. Not subjectively, not your opinion, objectively better.

Fabula ultima, call of chtulu, not the end, the last Torch, Kids and bikes, dungeon and dragons 4th edition


1 person marked this as a favorite.
Karys wrote:
Easl wrote:
I'd like to see the system allow for newbie groups and GMs to run APs "as written" with low chance of dying at early levels...
APs are written by various people who are all humans and will build their encounters differently or even make mistakes. I'm saying that they *should* have included extra guidance for low level or new players including GMs...

Can I ask, why are you opposed to reverse, where the baseline AP is written so that beginner GMs just feeding the encounters to beginner players will do fine, and Paizo includes extra guidance for advanced players and GMs on how to upscale it?

I mean, we're talking about levels 1-3 or levels 1-5 here. It makes little sense to me to tune that for advanced players and GM and then include guidance for beginners on how to make it easier. Writing a series of encounters that require a high level of system mastery to GM and for PCs to survive through, but then adding text telling beginner GMs all the modifications they will need to do to make it suitable for beginner players, is pretty much the poster child for the thread title "not doing a good job of teaching new players how to play."


Easl wrote:
To turn it around, if you can't handle beginner levels being tuned for beginners, maybe this game just isn't for you. 'Darnit! Who's idea was it to make this beginner box be for beginners! It should require the players to know and use all available tactics to survive! It should be made for advancers! Like meeeeee!' No thanks.

PF2, as written, is for me. It's you out here begging for change.

Quote:
I care about Paizo creating good experiences for beginners because that grows the player base, which drives more content creation. If a game starts catering solely to the people who have played it for 10 years and demands new entries know every rule intimately to even survive a session, I would expect that game's market share to contract and die.

There's a benefit to filtering out players who won't turn into long-term customers. Loads of companies and brands specifically target those who they want to purchase their products, and doing so is incredibly valuable.


Pathfinder Lost Omens, Rulebook Subscriber

Does the beginner box send level +2 or +3 creatures at the party in 30ft rooms via railroading?
With no resources and no ability to tilt the fight in their favor?


Easl wrote:
Can I ask, why are you opposed to reverse, where the baseline AP is written so that beginner GMs just feeding the encounters to beginner players will do fine, and Paizo includes extra guidance for advanced players and GMs on how to upscale it?

1) Those early levels, being as they are, serve a purpose even if you dislike that purpose.

2) Things going wrong early is good. Hiding the experience of losing a character in the mid levels delays a group from learning how to deal with that loss.

Quote:
I mean, we're talking about levels 1-3 or levels 1-5 here. It makes little sense to me to tune that for advanced players and GM and then include guidance for beginners on how to make it easier. Writing a series of encounters that require a high level of system mastery to GM and for PCs to survive through, but then adding text telling beginner GMs all the modifications they will need to do to make it suitable for beginner players, is pretty much the poster child for the thread title "not doing a good job of teaching new players how to play."

Most PF2 players aren't new, though. So, catering to them and not your proven buying audience is a terrible idea. You can make specific products for that purpose, but the majority of your products should respect what your long-term proven buyers enjoy. This means more difficulty and complexity at the lower levels.


Fabios wrote:
Fabula ultima, call of chtulu, not the end, the last Torch, Kids and bikes, dungeon and dragons 4th edition

I can list systems, too, but doing so doesn't make them objectively better.


3 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Easl wrote:


Can I ask, why are you opposed to reverse, where the baseline AP is written so that beginner GMs just feeding the encounters to beginner players will do fine, and Paizo includes extra guidance for advanced players and GMs on how to upscale it?

I mean, we're talking about levels 1-3 or levels 1-5 here. It makes little sense to me to tune that for advanced players and GM and then include guidance for beginners on how to make it easier. Writing a series of encounters that require a high level of system mastery to GM and for PCs to survive through, but then adding text telling beginner GMs all the modifications they will need to do to make it suitable for beginner players, is pretty much the poster child for the thread title "not doing a good job of teaching new players how to play."

As far as I'm aware APs aren't designed for beginners or experts as a whole, they're just prewritten adventures to save time. And you're putting an argument out that I never made so I'm genuinely not sure what you're talking about. My suggestion of guidance is for in a book like the GM core, not APs. I'm suggesting that paizo should have done a better job having the GM core teach. Literally what this thread is about.


3 people marked this as a favorite.
RPG-Geek wrote:
1) Those early levels, being as they are, serve a purpose even if you dislike that purpose.

You mean "weeding out" the player base? Two role-players enter, one leaves!

Yes I dislike that idea. I think it's pretty terrible actually. Terrible for people looking to introduce their friends to the community. Terrible as a business strategy. I also think Paizo didn't design the system to push fence-sitting roleplayers out of their game either. Rather, I think the ease of PC death at low levels in PF2E is, as Mathmuse said, a result of an attempt to fix that self-same problem occurring in 1e and in D&D, but which didn't get it quite right. Rather than an intended feature to please advanced players, as you seem to think. But clearly, we disagree on some fundamentals here about the audience for low level play.


RPG-Geek wrote:
Fabios wrote:
Fabula ultima, call of chtulu, not the end, the last Torch, Kids and bikes, dungeon and dragons 4th edition
I can list systems, too, but doing so doesn't make them objectively better.

Each One of those system Is modern, a great winner in its own niche and has a much Better game design (cause It follows ACTUAL game design, not copying a dumbass in his basement winging It).

Oh, add lancer, 20 times the complexity and build variety of pathfinder


Easl wrote:

You mean "weeding out" the player base? Two role-players enter, one leaves!

Yes I dislike that idea. I think it's pretty terrible actually. Terrible for people looking to introduce their friends to the community. Terrible as a business strategy. I also think Paizo didn't design the system to push fence-sitting roleplayers out of their game either. Rather, I think the ease of PC death at low levels in PF2E is, as Mathmuse said, a result of an attempt to fix that self-same problem occurring in 1e and in D&D, but which didn't get it quite right. Rather than an intended feature to please advanced players, as you seem to think. But clearly, we disagree on some fundamentals here about the audience for low level play.

PF2 isn't any deadlier than other D20 systems, so unless you're worried about players leaving the TTRPG hobby altogether or going to a rules-light game, you're not at much risk if they're already trying PF2.


Fabios wrote:

Each One of those system Is modern, a great winner in its own niche and has a much Better game design (cause It follows ACTUAL game design, not copying a dumbass in his basement winging It).

Oh, add lancer, 20 times the complexity and build variety of pathfinder

Modern TTRPG design has plenty of flaws. Just repeating "game design" as if it means anything without elaboration is worthless.


1 person marked this as a favorite.
RPG-Geek wrote:
Mathmuse wrote:
Throw me into the same camp as Fabios and Trip.H. The hit point math starts with a ratio of total hit points are around twice Strike damage and asymptotically goes to a ratio of total hit points are around four times Strike damage. The game would be more teachable if the ratio stayed constant, for example, it could be a fixed ratio of 1 to 3.
The issue I have is that changing this scaling makes the PC's growth feel less explosive. We know from RL experience that our fastest growth is right when we start learning a new skill, this is also when we're most likely to fail or to give up on said task or skill. Making a TTRPG mirror this, is a wonderful design feature, and kills off some number of characters while also filtering out players not suited to the experience.

No, that is not how real life worked for me. As a mathematician working at the National Security Agency, I started in a rotational development program where I toured in a new office every 6 months. It took me 2 months to catch up at the new office and then the next 2 months were my best growth and work. The last two months were spent documenting my results.

Also consider the two purposes of leveling up in a roleplaying game. Leveling up is a reward for successful play, and it lets the challenges be different at different levels. This implies that leveling should happen as a steady pace, and Pathfinder's experience point system is designed for a steady pace.

I also don't like the idea of filtering out players. Some players won't like PF2, but setting up a sour experience at low levels to weed them out before the sour experience ends makes no sense.

RPG-Geek wrote:
Easl wrote:
To turn it around, if you can't handle beginner levels being tuned for beginners, maybe this game just isn't for you. 'Darnit! Who's idea was it to make this beginner box be for beginners! It should require the players to know and use all available tactics to survive! It should be made for advancers! Like meeeeee!' No thanks.
PF2, as written, is for me. It's you out here begging for change.

GMs like me have been changing PF2 all along by avoiding killer encounters at 1st level. The correction of removing the hidden difficulty would give more control and more choice to the GM.

RPG-Geek wrote:
Quote:
I care about Paizo creating good experiences for beginners because that grows the player base, which drives more content creation. If a game starts catering solely to the people who have played it for 10 years and demands new entries know every rule intimately to even survive a session, I would expect that game's market share to contract and die.
There's a benefit to filtering out players who won't turn into long-term customers. Loads of companies and brands specifically target those who they want to purchase their products, and doing so is incredibly valuable.

What is this benefit? A friend runs Three Gear Games in Laurel, Maryland, and he invites games at his stores. I spent a few years running Pathfinder at his and his father's previous store, The Family Game Store in Savage, Maryland. New players buy dice and miniatures and rulebooks, but I don't recall many additional purchases at high levels. Instead, they might buy a supplemental rulebook to play a new class or ancestry in a new campaign. Thus, the goal is to make new players want to play more campaigns, not to weed them out at their first campaign.

I buy the Lost Omens PDFs to fill out my campaigns with extra details. I would subscribe for the books along with the PDFs to lend them out, but my players have seldom been interested in reading that material and my bookshelves are already overflowing.

RPG-Geek wrote:
2) Things going wrong early is good. Hiding the experience of losing a character in the mid levels delays a group from learning how to deal with that loss.

At mid levels characters can be resurrected.

RPG-Geek wrote:
Most PF2 players aren't new, though. So, catering to them and not your proven buying audience is a terrible idea. You can make specific products for that purpose, but the majority of your products should respect what your long-term proven buyers enjoy. This means more difficulty and complexity at the lower levels.

I try to include a new player in each of my campaigns. Even playing at home in New York after I left Maryland, I included new player Richard in Iron Gods, Erin and Story in Ironfang Invasion, Dash in A Fistful of Flowers, and Reece in Strength of Thousands. Richard tried to join Ironfang Invasion but died of brain cancer, Erin left for college, Story is now a regular player, Dash decided that roleplaying was not for him, and Reece is still in my current campaign.

By the way, I think player retention is a good side topic for this thread about teaching Pathfinder.


I don't know if I'd call other systems objectively better, but I think a majority of the tabletops I've played have more attractive beginner experiences than PF2E, especially for casters.

I think the ones I've had more issues with so far are
-ICON. I think this will become an interesting game, but when I tried it, it was written in a way that made you stop to discuss rules every single time anyone wanted to do anything while you were learning the game. And this was with everyone reading the rules! It also has PF2E's keywording issue cranked to 11. (It's being distributed as a PDF; there's no excuse to not add reminder text, at the least.) Game seems like it will be fine with editing passes, but I have a hard time recommending it yet unless you really want what it's going for.
-Savage Worlds. It's interesting, but combat tends to go on a long time, everything feels spongy, and difficulty is modulated so much by the benny system that I can't even tell if my experience as a player is representative of the system or just representative of the DM.

Of the other games I've actually played, things I ultimately had a better beginner experience with included TBZ, Technoir, 4E, 5E (which is still disproportionately dangerous at early levels, though not to the same degree), PF1E (also still disproportionately dangerous sometimes, though not to the same degree), Hunter the Vigil (hard to say how the system goes as a whole because we played a softball oneshot)... I'm definitely forgetting some games here.

There are more games I've looked over a lot but not played, and I won't comment on those. Most issues aren't obvious until actual play.


Mathmuse wrote:
No, that is not how real life worked for me. As a mathematician working at the National Security Agency, I started in a rotational development program where I toured in a new office every 6 months. It took me 2 months to catch up at the new office and then the next 2 months were my best growth and work. The last two months were spent documenting my results.

Your professional career wasn't the start, though; it was nearer the end when growth slows. Think of picking up skills in grade school or your early college years.

Quote:
Also consider the two purposes of leveling up in a roleplaying game. Leveling up is a reward for successful play, and it lets the challenges be different at different levels. This implies that leveling should happen as a steady pace, and Pathfinder's experience point system is designed for a steady pace.

The levels come at a steady pace, but the power in each level is uneven, and deliberately so. A flat line would be boring, so we get a slow rise with dips and rises along the way, and it feels better.

Quote:
I also don't like the idea of filtering out players. Some players won't like PF2, but setting up a sour experience at low levels to weed them out before the sour experience ends makes no sense.

It's not setting them up to have a bad time, after all, losing a character isn't always a bad thing. What it's doing is exposing them to the rougher side of the game early, so it doesn't come as a shock. Randomly losing a level 1 or 2 character hurts less than if it happens at level 5 or 10.

The filtering aspect comes from showing players that they aren't safe and can have nasty encounters that don't feel good. If you can't handle a run of poor dice this won't be your favorite system.

Quote:
GMs like me have been changing PF2 all along by avoiding killer encounters at 1st level. The correction of removing the hidden difficulty would give more control and more choice to the GM.

If they wanted PF2's early game to be different, they had every chance to design it differently. Twice. They didn't at either opportunity, so you'll have to wait for PF,3 where the game may be vastly different to the point where a direct comparison is meaningless.

Quote:
What is this benefit? A friend runs Three Gear Games in Laurel, Maryland, and he invites games at his stores. I spent a few years running Pathfinder at his and his father's previous store, The Family Game Store in Savage, Maryland. New players buy dice and miniatures and rulebooks, but I don't recall many additional purchases at high levels. Instead, they might buy a supplemental rulebook to play a new class or ancestry in a new campaign. Thus, the goal is to make new players want to play more campaigns, not to weed them out at their first campaign.

A player leaving after one bad early session isn't likely to be a player who will be purchasing many books, APs, or other such items. Those new players also don't always buy things that help Paizo. Dice, 3rd party minis, snacks, none of that goes to Paizo. Many groups only buy one set of books per table, and that's if they aren't happy using AoN or downloading PDFs.

You want to filter out players that won't be a long-term fit, as you can't tailor content to them and the players that survived the "rough" levels of the game.

Quote:
At mid levels characters can be resurrected.

Not always and not easily from the 3rd to 5th levels when I'd expect the training wheels to fall off in a redesigned system.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

I had this deadliness conversation with my group.
I asked them what kind of game they wanted earlier on, are they ok with character death as a possibility. Their answer was they trust me.

They want the threat of death to be there. Its part of what goes into feeling like you overcame a challenge, its part of seeing your decisions matter, but they trust I will not just throw encounters at them that completely invalidate any choices they make going into the encounter and during. And to connect this to the topic I have trusted the encounter building guidelines to make these encounters. I have not experienced a design problem a low levels with my group.


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

To make the point more specific,
If a player makes a character with low HP and low AC but decides engage in combat with and to get in melee range of a dangerous high melee damage creature I am validating their decisions by having that creature one shot them (glibly I just mean start striking that pc)
If they don't get killed for deciding to get in range then I am invalidating their choices both in designing their character and in the encounter when they put themselves in harms way.

If I force the entire party into a 30ft room with a strong melee creature, no exits, where no allowance for any choice in the matter leading up to it or during to do anything but engage and kill the character off I have railroaded that character to their death.


Rofl, I get back on, check Reddit, and there's a top pf2 post on this exact same issue from the other angle.

https://www.reddit.com/r/Pathfinder2e/comments/1klr33w/perspectives_from_a_ chill_pathfinder_table/

Where the GM insisted on playing it on ~"easy mode" and the results have been great enough for the player to post about it. The consistency (lack of BS difficulty jumps) of that experience has allowed everyone to have more fun.

Even the exact point about "easy mode" paradoxically allowing for increasing the difficulty because of that trusted norm is present in this post. With extra emphasis on the lack of "power game pressure" enabling players to make non-meta feat selections (thus making weaker PCs that are more fun to pilot).

Quote like this abound:

Quote:
“It allows the system to breathe” is a very eloquent way to phrase it and summarizes the point I was trying to make super well.


There's nothing inherently bad with different difficulties. Some like it hard, some like it easy, everyone has fun. It seems good to me.

I find there are 2 kinds of players/GMs when it comes to difficulty: Those who consider that character death should always be on the table and those who consider that character death should only happen for a reason. And in general they can't play together without a lot of frustration on one side or the other.

Side note: I also have the feeling from reading here and on Reddit that Reddit users are less about crunch, optimization and difficulty than the official forum users. But I may be wrong about that, I know more this community than the Reddit one.


Pathfinder Lost Omens, Rulebook Subscriber
Trip.H wrote:

Rofl, I get back on, check Reddit, and there's a top pf2 post on this exact same issue from the other angle.

https://www.reddit.com/r/Pathfinder2e/comments/1klr33w/perspectives_from_a_ chill_pathfinder_table/

Where the GM insisted on playing it on ~"easy mode" and the results have been great enough for the player to post about it. The consistency (lack of BS difficulty jumps) of that experience has allowed everyone to have more fun.

Even the exact point about "easy mode" paradoxically allowing for increasing the difficulty because of that trusted norm is present in this post. With extra emphasis on the lack of "power game pressure" enabling players to make non-meta feat selections (thus making weaker PCs that are more fun to pilot).

Quote like this abound:

Quote:
“It allows the system to breathe” is a very eloquent way to phrase it and summarizes the point I was trying to make super well.

Wouldn't you say this an example of how robust the design is?

That the math is great for setting up an experience you want to have?


1 person marked this as a favorite.
Trip.H wrote:
RPG-Geek wrote:

All of this "no, it's the GM's fault" is still playing "dodge the real question : answer"

"Mathematically speaking, how many hits does it take to full-->down a PC?"

When the answer is 1-2, that results in a lot of negative consequences to gameplay, listed out in that big post above. One of which is the OP of this thread, that low level players have no idea what good or bad tactics are because combat outcomes appear so absurdly ruled by RNG and not player agency.

And again, we know that above answer changes based on the creature/PC level.

Which is because the math for HP growth across levels is f@!@ed, varying by a 7x multiplier based on which level up it is, from 35% at L1 to 5% at L19.

What are you talking about? It wouldn't possibly be the same percentage for all classes given someone like a barbarian can have twice as many hit points as a 6 hit point caster or more.

My level 17 barbarian has 330 hit points. My level 17 monk has 280. My sorcerer has 195. How are you getting the same percentage for all the classes at these levels?

You're making stuff up at this point.


2 people marked this as a favorite.
Fabios wrote:
RPG-Geek wrote:
Name something *objectively* better. Not subjectively, not your opinion, objectively better.
Fabula ultima, call of chtulu, not the end, the last Torch, Kids and bikes, dungeon and dragons 4th edition

I would criticize the response for not giving any objective reasoning for including those systems.

But I won't because the request also fails to give, or even suggest, any objective measurements for the analysis.

The request is basically asking for subjective opinions of 'better', but is also rejecting all subjective opinions as categorically invalid. The request is not answerable.

This isn't discussion in good faith. This is edition warring at its worst.


1 person marked this as a favorite.
Mathmuse wrote:
RPG-Geek wrote:
Mathmuse wrote:
Throw me into the same camp as Fabios and Trip.H. The hit point math starts with a ratio of total hit points are around twice Strike damage and asymptotically goes to a ratio of total hit points are around four times Strike damage. The game would be more teachable if the ratio stayed constant, for example, it could be a fixed ratio of 1 to 3.
The issue I have is that changing this scaling makes the PC's growth feel less explosive. We know from RL experience that our fastest growth is right when we start learning a new skill, this is also when we're most likely to fail or to give up on said task or skill. Making a TTRPG mirror this, is a wonderful design feature, and kills off some number of characters while also filtering out players not suited to the experience.

No, that is not how real life worked for me. As a mathematician working at the National Security Agency, I started in a rotational development program where I toured in a new office every 6 months. It took me 2 months to catch up at the new office and then the next 2 months were my best growth and work. The last two months were spent documenting my results.

Also consider the two purposes of leveling up in a roleplaying game. Leveling up is a reward for successful play, and it lets the challenges be different at different levels. This implies that leveling should happen as a steady pace, and Pathfinder's experience point system is designed for a steady pace.

I also don't like the idea of filtering out players. Some players won't like PF2, but setting up a sour experience at low levels to weed them out before the sour experience ends makes no sense.

RPG-Geek wrote:
Easl wrote:
To turn it around, if you can't handle beginner levels being tuned for beginners, maybe this game just isn't for you. 'Darnit! Who's idea was it to make this beginner box be for beginners! It should require the players to know and use all available tactics to survive! It should be made for
...

I don't care if they boost the hit points or not. I still don't see it as a problem. The only thing that makes teaching this game easier is a good GM teaching new players and creating memorable, fun experiences.

I don't think that has anything to do with dying or not.

I know for my group of long time players, memorable experiences are things like walking into the owlbear cave in Keep on the Borderlands at level 1 and dying. Or going through the Tomb of Horrors the first time and dying a bunch. We still laugh about our buddy losing three characters in a row in Return to Elemental Evil.

My basic point is I do not believe this low level hit point issue has anything to do with teaching the game or player retention. These games will never, ever attract a major mainstream player base. It's always going to be a nice group of players who will play these games because they like them and it won't matter if they are getting one-shotted at level 1 or level 20. They will play them regardless.

If Paizo thinks the can acquire more customers by increasing low level hit points, then I imagine they'll do it. If it doesn't appear to be a problematic feature of the game, they won't.

I have not personally had problems with it nor heard complaints about it in my group or with any players over the years. I have no problems teaching the game and getting players into it.

I think if you know how to mathematically fix it to create the desirable hit point ratios across levels, then give it a shot and see if it makes the game more fun to play at level 1 and 2. Then you can determine if it seems worth the effort for your group.


2 people marked this as a favorite.
Trip.H wrote:

Rofl, I get back on, check Reddit, and there's a top pf2 post on this exact same issue from the other angle.

https://www.reddit.com/r/Pathfinder2e/comments/1klr33w/perspectives_from_a_ chill_pathfinder_table/

Where the GM insisted on playing it on ~"easy mode" and the results have been great enough for the player to post about it. The consistency (lack of BS difficulty jumps) of that experience has allowed everyone to have more fun.

Even the exact point about "easy mode" paradoxically allowing for increasing the difficulty because of that trusted norm is present in this post. With extra emphasis on the lack of "power game pressure" enabling players to make non-meta feat selections (thus making weaker PCs that are more fun to pilot).

Quote like this abound:

Quote:
“It allows the system to breathe” is a very eloquent way to phrase it and summarizes the point I was trying to make super well.

That is why this is not a game design discussion. This is a personal preference discussion.

You just read a post by a group that likes it easier.

I queried my group and they confirmed they missed the deadliness of the old game.

I've seen this over the years playing with different groups. Groups have different preferences for RP, combat, difficulty, humor (I hate excessive humor in a campaign), magic items, and lots of other variables.

Paizo (any game company) cannot satisfy every personal preference. So if you got a problem, do the fix for your group.


I'll repeat, "real" difficulty requires agency and error.

As a design choice, HP low enough to full-->down in one go makes it incredibly easy to deaths to happen without agency nor error.

In most other game genres, there are factors to mitigate the anti-fun of these events, from quick checkpoint restarts, to one player piloting a whole party of actors.

A ttrpg has none of those luxuries, if a PC dies from bullshit, that's about as bad an outcome as can happen. Again, this is the one genre where a PC can be played for a literal year.

To loose them to a nat 1 on a save with 0 agency is the kind of fun anti-spiral that doesn't even exist in most gaming spaces. Even if the GM bends reality to get them alive later, that fun is forever fractured.

Deaths *need* to feel legit to the players.

.

I'll also repeat that pf2 has trained GMs to hide this math problem from their players as much as possible.

I personally think I was seriously underestimating how much on-the-fly BS removal GMs typically need to do for pf2 to be fun to play.

That SoT night ambush is one example that I've spoken about so much, *because* I honestly doubt many parties can survive that when run legit.

As such, I have to think that the "normal pf2 default" is to pull similar "cheats" as my own GM did to minimize the BS. This puts a serious strain on the GM to constantly keep the random spikes of over-lethality in check.

.

This is why when a GM "lowers the difficulty" as per that post, it can lead to such a good outcome, where the GM no longer has to constantly warp reality and can let the dice really fall where they may.


2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

That SoT ambush has been brought up numerous times, and while I have not run that volume yet, I plan to in the future so have read through all of the books a couple times over. The way your GM ran it is 100% different than how I read it, so I'm not exactly sure how much mileage you can get from that claim. And I've never really seen anyone say anything about the encounter in any forums while looking for others experiences with the AP, which I would expect to see if it was notoriously dropping players.

If anything it speaks to poor writing and leaving it too open ended to read it as being excessively deadly. Which is why I can only see most of the issues here as GM or adventure issues.


3 people marked this as a favorite.

If you crit fail a Chain Lightning save, a level 9 character with an 8 HP class with 16 Con goes from 100-0 on an average roll.

I don't hear you screaming about that.

Please note that I'm using this exact example because it's a +2 enemy with a crit attack - exactly the same situation as at level 1 that you keep screaming about.


2 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
Trip.H wrote:

I'll repeat, "real" difficulty requires agency and error.

As a design choice, HP low enough to full-->down in one go makes it incredibly easy to deaths to happen without agency nor error.

This is just not at all a true statement.

Your not taking into account the game is not just a combat encounter. Everything players do can factor into what happens, when an encounter will happen, if it stays the one i wrote up, if it even happens at all.
And difficulty at least in my game for an encounter depends on how the players approach it. They can do things and as a result end up not fighting where I planned one, making a fight happen where there was none, making a planned fight easier for them, making it easier for the other side.
Consider the error as you put it might be getting in a fight against an ogre or a direwolf or whatever at level 1 without being prepared and engaging it without clear advantages?
The game is just a lot bigger than the conception your putting forward.

Trip.H wrote:


I'll also repeat that pf2 has trained GMs to hide this math problem from their players as much as possible.

I personally think I was seriously underestimating how much on-the-fly BS removal GMs typically need to do for pf2 to be fun to play.

Thats just nonsense. I dont say that to be mean, but its nonsense. Making an encounter a moderate one instead of deciding to make it a severe one is not hiding a math problem, its doesnt need to be on the fly and usually wouldnt be when a GM is making up the encounters.

The encounter choices for me are typically done in advance, so I have time to put together foundry assets for the map, the creature images, and choose reward loot. usually when I make an on the fly adjustment its not a difficulty reason, its a well my players went and did a thing and now I need to change some things to represent the outcome of those choices. Added:In that way players actually influence the difficulty they face which is a sign they do have agency.

Trip.H wrote:


That SoT night ambush is one example that I've spoken about so much, *because* I honestly doubt many parties can survive that when run legit.

I think you misunderstood what happened there. Your GM messed up and made it a more lethal fight in two ways.

First your party needed crucial exposition that would have made them aware they were not sleeping in a safe environment.
Second the ambush would not have actually meant a surprise ambush while sleeping and instead would have given your party opportunities for your prep and caution knowing you cant sleep safely to keep it from being a full on surprise ambush. That way if you did get surprised while sleeping it really would have been on your party for not being prepared.
Your GM mistakenly took away all agency from the encounter. That's not a problem with AP legit difficulty or game design or game math.

Trip.H wrote:


As such, I have to think that the "normal pf2 default" is to pull similar "cheats" as my own GM did to minimize the BS. This puts a serious strain on the GM to constantly keep the random spikes of over-lethality in check.
Trip.H wrote:


This is why when a GM "lowers the difficulty" as per that post, it can lead to such a good outcome, where the GM no longer has to constantly warp reality and can let the dice really fall where they may.

It seems you didn't understand what they meant by lower difficulty.

In terms of an AP it could mean adding weak template or using less enemies sure.
But in terms of making your own games it only means not throwing severe or extreme encounters to often, which by the way not using those excessively is the standard recommended in the GM core. In which case your not actually lowering a standard difficulty your just setting a difficulty by using the guidelines.


SuperBidi wrote:
I find there are 2 kinds of players/GMs when it comes to difficulty: Those who consider that character death should always be on the table and those who consider that character death should only happen for a reason. And in general they can't play together without a lot of frustration on one side or the other.

There's just been a couple hundred posts with one set of folks suggesting that some adjustment be made to early levels to reduce single-bad-roll character death likelihood, but not necessarily objecting or saying anything about later level play. The above split is thus, IMO, a very inapt description of the discussion going on here, since neither side of this debate fits either of your two categories.

Your mention of crunch is relevant though. I'd say part of a 'doing a better job teaching new players' request would include encounters built so that players with limited understanding of all the crunchy maneuvers and options are still likely to beat the enemies. For the first few sessions. Then yes making that crunch a more and more important part of needed game play as the players grow more proficient in the game system. But that's only my opinion. Very clearly, there are players who think anything less than 'full crunch mode on, you'd better have memorized every action starting from encounter 1 session 1 or you're gonna die' is diluting the purity of the wonderful swingyness the game should have.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber
Easl wrote:
SuperBidi wrote:
I find there are 2 kinds of players/GMs when it comes to difficulty: Those who consider that character death should always be on the table and those who consider that character death should only happen for a reason. And in general they can't play together without a lot of frustration on one side or the other.

There's just been a couple hundred posts with one set of folks suggesting that some adjustment be made to early levels to reduce single-bad-roll character death likelihood, but not necessarily objecting or saying anything about later level play. The above split is thus, IMO, a very inapt description of the discussion going on here, since neither side of this debate fits either of your two categories.

Your mention of crunch is relevant though. I'd say part of a 'doing a better job teaching new players' request would include encounters built so that players with limited understanding of all the crunchy maneuvers and options are still likely to beat the enemies. For the first few sessions. Then yes making that crunch a more and more important part of needed game play as the players grow more proficient in the game system. But that's only my opinion. Very clearly, there are players who think anything less than 'full crunch mode on, you'd better have memorized every action starting from encounter 1 session 1 or you're gonna die' is diluting the purity of the wonderful swingyness the game should have.

I actually am for a table making the decision themselves about what they want.


2 people marked this as a favorite.
Bluemagetim wrote:

Does the beginner box send level +2 or +3 creatures at the party in 30ft rooms via railroading?

With no resources and no ability to tilt the fight in their favor?

Technically, the answer is yes, actually. That said, my party managed to get it to crit fail on a Fear spell, and well...awkward times were had by me after that. I want to say the enemy should be +2 at that point, with +3 if you go into it at level 1 (which some people have done).


Finoan wrote:

I would criticize the response for not giving any objective reasoning for including those systems.

But I won't because the request also fails to give, or even suggest, any objective measurements for the analysis.

The request is basically asking for subjective opinions of 'better', but is also rejecting all subjective opinions as categorically invalid. The request is not answerable.

This isn't discussion in good faith. This is edition warring at its worst.

You miss my point entirely. There isn't an objective way to rank or rate TTRPGs. The only correct answer to that question is to admit that your rankings are subjective and that there is no objective best system or best design.


Cyouni wrote:

If you crit fail a Chain Lightning save, a level 9 character with an 8 HP class with 16 Con goes from 100-0 on an average roll.

I don't hear you screaming about that.

Please note that I'm using this exact example because it's a +2 enemy with a crit attack - exactly the same situation as at level 1 that you keep screaming about.

This point ignores:

-The significant differences between rolling a save and having your AC targeted, such as the ability to hero point if you nat 1 and save improvement abilities (like evasive reflexes)
-The greatly increased ability of the party to recover from damage at higher levels (via just having more resources than they did at level 1)
-Massive damage, which is a much more significant threat in lower level encounters
-The amount of the time more you get hit by a strike than a top rank spell

And a ton of other things.

The spell can absolutely smash someone to the floor, yeah. I'm not going to deny that! But I think acting like a top rank Chain Lightning (which is notoriously strong on raw damage dice alone in exchange for the possibility of the AoE stopping) is comparable to a normal strike is a bit odd.


3 people marked this as a favorite.
RPG-Geek wrote:
Then laugh it off as both sides being new and roll up a new game

This is a thing I like to call "the assumption of competent incompetence."

This sets up that a group trying out a game did not have the off-the-bat understanding of the system to produce an outcome they liked with it, which shows the group lacks competence in the relevant areas. It then rolls on to the next point and presumes that in the complete lack of reason for any changes in competence that the group will have enough competence to identify the difference between "we goofed" and "this game sucks."

And the entire idea that this kind of "filter" is actually a good thing because players should either have off-the-bat understanding or else a high tolerance for what appear as failings of the game so that they can "earn" the ability to have the fun they came looking for is just elitism - the same old tired line of "I toughed out poor experiences, so everyone else should be happy to do so too" that has never added anything worthwhile to anything in the history of that sentiment cropping up.

Thinking the game is improved because some people that could enjoy it don't actually know that because they bounced off a poorly-wrought initial experience is just... well, it's words I'm not allowed to say on this website. It's not an "upside".


thenobledrake wrote:

This is a thing I like to call "the assumption of competent incompetence."

This sets up that a group trying out a game did not have the off-the-bat understanding of the system to produce an outcome they liked with it, which shows the group lacks competence in the relevant areas. It then rolls on to the next point and presumes that in the complete lack of reason for any changes in competence that the group will have enough competence to identify the difference between "we goofed" and "this game sucks."

And the entire idea that this kind of "filter" is actually a good thing because players should either have off-the-bat understanding or else a high tolerance for what appear as failings of the game so that they can "earn" the ability to have the fun they came looking for is just elitism - the same old tired line of "I toughed out poor experiences, so everyone else should be happy to do so too" that has never added anything worthwhile to anything in the history of that sentiment cropping up.

Thinking the game is improved because some people that could enjoy it don't actually know that because they bounced off a poorly-wrought initial experience is just... well, it's words I'm not allowed to say on this website. It's not an "upside".

I played Classic BattleTech for the first time as the most experienced of my group of friends. I was experienced because I have seen some games played on YouTube and have played the PC games, not for really having a deep knowledge of the rules. That game saw a heavy mech die on the first hit it took from a weak light mech via TAC (Through Armor Critical) - played correctly - another light mech rendered half dead from a single LRM attack - played incorrectly, we missed the clustering rules - and with various other rules mistakes that we'll have cleaned up for the next game.

We all just laughed off the randomness of the dice, knew we were 100% getting at least some of the rules wrong, and figured we'd try again when we had the time, as it was a fun experience overall.

I can think of dozens of board games played wrong for a session or two because the host who swore they read the rules and watched tutorial games missed something. No game was ever shelved during those first few sessions because of such mistakes; complex Eurogames can take time to master, and it wouldn't be fair to judge them so quickly without having played them correctly. If something is shelved quickly, it's because the theme is a poor fit or we confirm that our issue with the game isn't due to any mistakes made or a lack of system mastery.

I don't think expecting people who will stick with TTRPGs long term to have some grace and self-understanding is unreasonable. The hobby is niche even compared to Eurogames, and the barriers to entry will be there regardless of how the first few levels of the game play. Especially for a dense, rules-heavy game like PF2.

This idea that we should design games so that even the least self-aware groups can run them perfectly without any prior knowledge is a pipe dream.


2 people marked this as a favorite.
RPG-Geek wrote:
I don't think expecting people who will stick with TTRPGs long term to have some grace and self-understanding is unreasonable.

No, the unreasonable thing you are doing is implying that the cause for someone bouncing off of a game is a lack of "grace and self-understanding" rather than the game having not done its job to onboard them smoothly.

RPG-Geek wrote:
This idea that we should design games so that even the least self-aware groups can run them perfectly without any prior knowledge is a pipe dream.

And you continue the unreasonable thing you are doing by putting this into the extremes shown by this statement, where you're not open to the conversation about what could be done better and instead are just calling it only a problem for the worst at games - and double-dosing on that completely asinine behavior by also throwing "perfectly" in the mix when everyone else is just talking about "better."

You've effectively thrown out any actually argument, undercut every point you could possibly have made, and loudly proclaimed that you're not even open to being convinced you might be wrong in any way by pretending this is just a case of "it's not for everybody."

And you're still not actually addressing that your expectations are that new players are going to be competent enough to realize what went wrong even though something going wrong in the first place is proof of their lack of competence of the relevant sort.


thenobledrake wrote:
No, the unreasonable thing you are doing is implying that the cause for someone bouncing off of a game is a lack of "grace and self-understanding" rather than the game having not done its job to onboard them smoothly.

You've yet to prove that PF2 even has the issue you're claiming, much less that it's a significant source of players bouncing off the game.

Quote:
And you continue the unreasonable thing you are doing by putting this into the extremes shown by this statement, where you're not open to the conversation about what could be done better and instead are just calling it only a problem for the worst at games - and double-dosing on that completely asinine behavior by also throwing "perfectly" in the mix when everyone else is just talking about "better."

I don't believe that upping PC HP and/or lowering monster damage at levels one and two is an improvement to the game. Nobody has put forth a convincing argument that this is a problem aside from the odd poorly balanced encounter, a GM that runs through Grand Central on a fixed schedule, or simple poor luck.

Quote:
And you're still not actually addressing that your expectations are that new players are going to be competent enough to realize what went wrong even though something going wrong in the first place is proof of their lack of competence of the relevant sort.

That something that has gone wrong could just be poor dice luck. That's assuming that a low-level PC dying or even a TPK is a failure in the first place. Aside from a few players in this thread who think every player death and party wipe should be telegraphed and only occur because the players messed up, I don't think the general TTRPG cares for a riskless game where they can't die unless they try to.


3 people marked this as a favorite.
Easl wrote:
There's just been a couple hundred posts with one set of folks suggesting that some adjustment be made to early levels to reduce single-bad-roll character death likelihood, but not necessarily objecting or saying anything about later level play. The above split is thus, IMO, a very inapt description of the discussion going on here, since neither side of this debate fits either of your two categories.

I was only answering the previous post. I've just skimed through the discussion and I don't think it's really interesting.

"Teaching", as it's the core of the discussion, is a complex job. I'd quote Wikipedia: "Small effects or lack of statistically significant effects have been found when evaluating many teaching methods rigorously with randomized controlled trials."

So the answer to the original (implied) question is certainly that there's no way to do a good or bad job at teaching new players how to play.


If Paizo really wants to design the game to teach itself, it needs to make a VTT module with pregen characters that plays like a choose-your-own-adventure novel. Extremely on rails, but with choice at certain branching paths, simple AI scripts for the enemies, and full rules automation. Anything less can be failed by a new GM very easily.


RPG-Geek wrote:
If Paizo really wants to design the game to teach itself, it needs to make a VTT module with pregen characters that plays like a choose-your-own-adventure novel. Extremely on rails, but with choice at certain branching paths, simple AI scripts for the enemies, and full rules automation. Anything less can be failed by a new GM very easily.

What you're describing is a tutorial. And tutorials can't explain more than the basics of a game. PF2 is too complex to be taught that way. To learn PF2 you need to play it.

Liberty's Edge

3 people marked this as a favorite.
SuperBidi wrote:
So the answer to the original (implied) question is certainly that there's no way to do a good or bad job at teaching new players how to play.

That's just plainly wrong - I don't agree with Trip about most of their PF2 opinions, but I truly don't understand why they're getting the backlash they are for the concept that a game should incentivize new players to learn the game in a way that will actually be helpful for their future enjoyment of the game.

A game's design will absolutely impact the way that players learn to play; for instance, in a 20-level RPG, you could design it so that using melee attacks is the only way to do enough damage to win a fight for the first 10 levels - ranged attacks and spells are just uselessly low damage and don't provide enough support/debuffing/etc to be close to worthwhile. Everyone who starts at level 1, which is almost everyone on their first campaign, will learn to exclusively build melee characters, because that it was what the game is teaching them to do. If the game continues to put melee characters in a similar position of power for the next 10 levels as well, then it has taught them how to play the game successfully; the game design is terrible and I hate it, but it doesn't incentivize players to learn things that will ruin their later enjoyment. In comparison, if levels 11-12 suddenly all spells get incredibly OP, bows get replaced with guns which do massive damage, and monster damage went up massively so being in melee was a huge risk, then the game design has taught you to behave in such a way (only build all melee parties) that will ruin your future enjoyment (you will always get TPK'd once you get to level 11).

Sure, if you stick with the game long enough you'll figure out what has happened, and might learn to make switch hitters who focus more on ranged damage once they get to level 9-10 to prepare themselves for the change. You might even say it is a badge of honour that you have become an expert at a challenging game as one of the few people who managed (bothered) to do so. But the game design failed to teach you this, and that will cause people to have a less fun time, and that is not a good outcome. This isn't even saying it's bad or good game design overall - I think both of these hypothetical games are terribly designed, but one is designed well to incentivize learning the game properly.


5 people marked this as a favorite.
RPG-Geek wrote:


You've yet to prove that PF2 even has the issue you're claiming, much less that it's a significant source of players bouncing off the game.

With all due respect, you can do your own googling. The issue of new gamers coming to PF2e and finding low-level play being unforgiving, harsh and the PC's feeling like weak scrubs isn't exactly new or unknown.

More importantly: even in the published adventures we can see the shift, either just outright skipping the rough levels altogether or taking care to avoid opponents outleveling the PC's.

It took a serious while for Paizo to calibrate the low-level experience in their AP's. Experienced GM's and players who stuck around went along on this learning curve and have internalized how to adjust building and approaching encounters at those levels and tailor it to their group's preference.

But do not take for granted a group just starting PF2e knows any of this.

Quote:


I don't believe that upping PC HP and/or lowering monster damage at levels one and two is an improvement to the game. Nobody has put forth a convincing argument that this is a problem aside from the odd poorly balanced encounter, a GM that runs through Grand Central on a fixed schedule, or simple poor luck.
Quote:


That something that has gone wrong could just be poor dice luck. That's assuming that a low-level PC dying or even a TPK is a failure in the first place. Aside from a few players in this thread who think every player death and party wipe should be telegraphed and only occur because the players messed up, I don't think the general TTRPG cares for a riskless game where they can't die unless they try to.

Any encounter including a L+2 vs a lvl 1-3 party has the potential to be an 'odd poorly balanced encounter', but how would players and gm's still learning the game, which is what we are talking about here, know that?

Nobody is arguing for a riskless game. Nobody is saying player death or party wipes should be telegraphed.

And, yes, of course some dice luck is involved in one-shotting low levels. Nobody denies that. The math was already shown and didn't convince you, so let's try a different approach:

L+2 monster striding twice and critting, followed the next round by managing to get two hits is not some weird out-of-bounds occurrence, right? Won't happen every time, but it's really not _that_ unlikely.

Nobody at our tables would raise an eyebrow if this happens. Pretty sure you have regularly seen even worse than that in the 2 opening rounds before the slows/trips/grabs/debuffs lock it down.

After all, it's just an opponent with a very high to-hit vs your AC rolling decently in that short window of time where it can still act relatively freely. Nothing special or weird.

There is no counterplay or way to avoid that, you just have to deal with it. The more tools you have when facing a higher level monster, the more you can deal with massive damage spikes and the shorter you can make the aforementioned window so there won't be any more damage spikes.

However, at the low levels, 1 crit or 2 hits from a L+2 is enough. So, it downed two PC's, or one PC twice. It's a deathspiral a low level party is ill-equipped to recover from. They don't have the tools.

Hence, L+2 vs low levels boils down to luck. It's rocket tag.

Obviously, not using a L+2 at all in that level range is the solution. But:

Pf2e is known and marketed as a balanced game, with interesting tactical gameplay and meaningful choices in combat for the players. For the GM's it is a game where you are supposed to be able to trust the encounter-building rules and which works at all levels. Yay.

Except, when you're new to it and neither the GM or the players have experience, if you actually trust the encounter-building system or went with an old AP, you may get OSR style luck-based deadliness.


thenobledrake wrote:
RPG-Geek wrote:
Then laugh it off as both sides being new and roll up a new game

This is a thing I like to call "the assumption of competent incompetence."

This sets up that a group trying out a game did not have the off-the-bat understanding of the system to produce an outcome they liked with it, which shows the group lacks competence in the relevant areas. It then rolls on to the next point and presumes that in the complete lack of reason for any changes in competence that the group will have enough competence to identify the difference between "we goofed" and "this game sucks."

And the entire idea that this kind of "filter" is actually a good thing because players should either have off-the-bat understanding or else a high tolerance for what appear as failings of the game so that they can "earn" the ability to have the fun they came looking for is just elitism

Fully agree. I have no problem with individual tables ramping up the difficulty of their play to make it more enjoyable for their experienced players. That's just The First Rule in action! But I think the 'as written' material that Paizo produces should try and be accessible to a wide range of skills, not just experienced players. And a good 'middle way' to do that (not "everything beginner", but also not "nothing beginner") is to make early level play something that beginners can manage and experiment in without having to generate new PCs every session because the as-written play simply kills them. Then bring on the scenes and opponents that require use of tricks and tactics in the later levels, when the players have had a chance to experiment and now have a pretty good idea of what tactics work and what doesn't. At least, that's how I see it.


2 people marked this as a favorite.
Arcaian wrote:
SuperBidi wrote:
So the answer to the original (implied) question is certainly that there's no way to do a good or bad job at teaching new players how to play.

That's just plainly wrong - I don't agree with Trip about most of their PF2 opinions, but I truly don't understand why they're getting the backlash they are for the concept that a game should incentivize new players to learn the game in a way that will actually be helpful for their future enjoyment of the game.

A game's design will absolutely impact the way that players learn to play; for instance, in a 20-level RPG, you could design it so that using melee attacks is the only way to do enough damage to win a fight for the first 10 levels - ranged attacks and spells are just uselessly low damage and don't provide enough support/debuffing/etc to be close to worthwhile. Everyone who starts at level 1, which is almost everyone on their first campaign, will learn to exclusively build melee characters, because that it was what the game is teaching them to do. If the game continues to put melee characters in a similar position of power for the next 10 levels as well, then it has taught them how to play the game successfully; the game design is terrible and I hate it, but it doesn't incentivize players to learn things that will ruin their later enjoyment. In comparison, if levels 11-12 suddenly all spells get incredibly OP, bows get replaced with guns which do massive damage, and monster damage went up massively so being in melee was a huge risk, then the game design has taught you to behave in such a way (only build all melee parties) that will ruin your future enjoyment (you will always get TPK'd once you get to level 11).

Sure, if you stick with the game long enough you'll figure out what has happened, and might learn to make switch hitters who focus more on ranged damage once they get to level 9-10 to prepare themselves for the change. You might even say it is a badge of honour that you have become an expert at a challenging game as one...

Because Trip H tends to post as though his opinion is absolute and irrefutable when it is their personal preference.

Stating something is bad game design as though we all can just see it and agree is a statement I'm not seeing. It's not something anyone has brought up much in the decades I've played.

On top of that, PF2 has taken especial measures to increase starting hit points by a substantial amount. If we're talking percentages, it's a doubling or slightly less for starting classes on top of making maximum hit points for standard progression.

Then Trip H is stating percentages based on some calculation I'm not seeing given how different the hit point totals are for different classes across all levels. So what class is Trip H basing this on? A 10 hit point martial, an 8 hit point class, a 6 hit point caster? What is this percentage based on?

What's the standard that Trip H is working off?

Should a caster not be able to be one shotted? A 10 hit point martial with heavy armor? An 8 hit point rogue? Where's the line?

What about at higher level when you have something like a group of Shining Children nuking a party with Sunburst doing massive damage that is hard to heal in the aggregate. Do we boost hit points at that level because bad rolls led to a party getting decimated?

Where do we draw this line on a PCs ability to get one-shotted or decimated quickly due to random crits or crit fails?

It's all not quite making sense. The math or the design concept.

If people wanted to engage in a real game design discussion of PF2 showing how the game tiers progression and how deadly it can get across levels, that would be interesting. But focusing all this on level 1 and 2 seems strange given I've experienced decimation at high levels in PF2.


RPG-Geek wrote:
You've yet to prove that PF2 even has the issue you're claiming, much less that it's a significant source of players bouncing off the game.

And this is where we are done; you are not a willing participant in discussion.

You've just waved your hand and now magically all of everyone else's experiences and points they have made are entirely invalid to even consider as evidence.

It's super weird that despite this unilateral declaration of your own correctness you're still trying to argue with people.

Easl wrote:
... I think the 'as written' material that Paizo produces should try and be accessible to a wide range of skills, not just experienced players.

At the very least they could be more up-front about their writing procedures so that there's fewer instances of a disconnect between what the customer thinks they are purchasing and what they are actually being sold.

Because for me that's the real root of the problem; people are making the not-inherently-unreasonable assumption that published adventure products are an "until you're comfortable making decisions on your own" kind of product, while the authors are making the also not-inherently-unreasonable assumption they are "some ideas and shortcuts to preparedness to customize and use as seen fit" kind of product. That just needs Paizo to put a line of text about how they assume GMs are going to alter their works up in that front bit of the blurb where it says stuff like the general vibe of the adventure and what levels it is for so that it's not a thing people know only because it is the explanation that makes a bunch of other things make sense and it has been said outside of the game materials by the people involved in making them.


2 people marked this as a favorite.
RPG-Geek wrote:

I can think of dozens of board games played wrong for a session or two because the host who swore they read the rules and watched tutorial games missed something. No game was ever shelved during those first few sessions because of such mistakes; complex Eurogames can take time to master, and it wouldn't be fair to judge them so quickly without having played them correctly. If something is shelved quickly, it's because the theme is a poor fit or we confirm that our issue with the game isn't due to any mistakes made or a lack of system mastery.

I don't think expecting people who will stick with TTRPGs long term to have some grace and self-understanding is unreasonable

You are an adult with strong experience in board and ttrp games. As I said before, you probably think this level's about you. But it isn't. It's about my kid's junior high role playing club, which has a massive 40+ kid membership and organizes 8-10 tables of low-level play every Wednesday. Those are Paizo's 2030 customers, the people who will buy their content long after you and I stop. As a direct competitor to that other game PF2E is, yes, going after the "played once, or haven't yet played but interested" market. Not just folks like you or I with decades of experience and a 'seen it, done that' equilibrium towards tpks. Paizo does make lots of content for us. But not 100% of it. Having the early level content to be for folks like that club rather than folks like you or I simply makes a lot of sense. At least, to me.

301 to 350 of 434 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Community / Forums / Pathfinder / Pathfinder Second Edition / General Discussion / The game doesn't do a good job at teaching new player's how to play. All Messageboards

Want to post a reply? Sign in.