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Made in us
Stealthy Space Wolves Scout






 Lance845 wrote:


I disagree with your take on 4th. And not because I am one of those people who loved 3.5 or pathfinder.

DnD has a problem, in my opinion, in that it's VERY "gamey" as a RPG. By that I mean it doesn't do a great job of having it's rules facilitate the players taking on a role within a world. It facilitates the players playing a game. Between loosing health not having any impact until you hit 0 (whether it's 4 dmg or 100 it has no impact on you), that it's every mechanic and progression is focused on combat, and how much of an impact loot has on players and their progress, to the majority of the exp points coming from monsters slain instead of story or personal goal progression.

DnD has always been more game than role playing.

4th took that gak to another level. It was even less role playing then dnd has traditionally been and it took the people who played dnd who enjoyed the role play aspects and shook them a bit. They didn't like how much MORE gamey it became. As gamey as 3.5 and pathfinder are 4th is so shallowly and transparently just a game that it turned away a lot of people.

5th has some of 4ths innovations in concept if not in iteration but they are layered and hidden under more role play elements like the backgrounds, bonds, etc etc... which makes it all more palatable. It's STILL a REALLY gamey set of mechanics with all the same problems level/class systems have in that regard. But at this point thats what people play dnd for. But clearly they want the trappings of the rp around the game. The game just isn't enough.


If PF2 is Pazios 4th, its because it got even more gamey. They created different "modes" of defined game play depending on what you are doing with abilities and feats set up like talents and powers. The RP trappings are falling away.



That's an interesting assessment and, in my experience, is spot on. My D&D group has been just going through the motions and, sadly, looks like it will disband due to a lack of interest in simply rolling dice in a combat situation. I think we morphed into that D&D game player away from role players and it became ingrained to our detriment.

Can you recommend another fantasy system that is a good balance of RPG and Game ? Maybe trying something entirely new would rejuvenate us and bring back the RPG Mojo.



"You never see toilets in the 41st Millennium - that's why everyone looks so angry all the time." - Fezman 1/28/13
 
   
Made in us
Norn Queen






 Myrthe wrote:
 Lance845 wrote:


I disagree with your take on 4th. And not because I am one of those people who loved 3.5 or pathfinder.

DnD has a problem, in my opinion, in that it's VERY "gamey" as a RPG. By that I mean it doesn't do a great job of having it's rules facilitate the players taking on a role within a world. It facilitates the players playing a game. Between loosing health not having any impact until you hit 0 (whether it's 4 dmg or 100 it has no impact on you), that it's every mechanic and progression is focused on combat, and how much of an impact loot has on players and their progress, to the majority of the exp points coming from monsters slain instead of story or personal goal progression.

DnD has always been more game than role playing.

4th took that gak to another level. It was even less role playing then dnd has traditionally been and it took the people who played dnd who enjoyed the role play aspects and shook them a bit. They didn't like how much MORE gamey it became. As gamey as 3.5 and pathfinder are 4th is so shallowly and transparently just a game that it turned away a lot of people.

5th has some of 4ths innovations in concept if not in iteration but they are layered and hidden under more role play elements like the backgrounds, bonds, etc etc... which makes it all more palatable. It's STILL a REALLY gamey set of mechanics with all the same problems level/class systems have in that regard. But at this point thats what people play dnd for. But clearly they want the trappings of the rp around the game. The game just isn't enough.


If PF2 is Pazios 4th, its because it got even more gamey. They created different "modes" of defined game play depending on what you are doing with abilities and feats set up like talents and powers. The RP trappings are falling away.



That's an interesting assessment and, in my experience, is spot on. My D&D group has been just going through the motions and, sadly, looks like it will disband due to a lack of interest in simply rolling dice in a combat situation. I think we morphed into that D&D game player away from role players and it became ingrained to our detriment.

Can you recommend another fantasy system that is a good balance of RPG and Game ? Maybe trying something entirely new would rejuvenate us and bring back the RPG Mojo.


Well I would steer clear of anything that is level/class based.

The very moment you have levels and classes you have a standardized progression built around some kind of class function and those class functions are almost always combat. It also tends to put players into a box that is more about what your character can do instead of who your character is.

Consider meeting someone who has never heard of Superman. You try to tell them about him. Do you start with him being a kind charitable person raised with a work ethic and such? Or do you give them a physical description and then tell them he can fly, and has super strength, and is really fast and has heat vision etc etc...

One is a list of powers. One is a description of a person.

Level/class games are about defining your character by their abilities.



Point buy systems on the other hand let players spend an allotment of character creation points to define all kinds of aspects about their character. They generally include some kind of perks and/or drawbacks (drawbacks giving extra points for downsides) along with stats and skills to flesh out a character. Some characters might have more stats but less skills while others are more skillful with less natural aptitude. Variety. It's good. And those perks and drawbacks help define WHO they are instead of just what they can do.

Experience points are generally given for hitting milestones instead of killing things and are then a currency spent to progress whatever the player whats to advance.


As for games to play...

Genesys is Fantasy Flights generic setting neutral RPG system that they used for their starwars games. It's basically point buy with some interesting quirks and some neat narrative elements that come from the dice roles. Their first setting book of Torrinith which is the fantasy setting of the Runewars games. Obviously feel free to take the rules and just make your own game.

My personal favorite is the Unisystem by Eden studios. You can get the pdfs for their games from drivethrough RPG. They don't REALLY have a generic fantasy game but they do have a generic zombie game called All Flesh Must Be Eaten which has a large number of supplements that provide a framework for running all kinds of settings including a fantasy one (Dungeons and zombies). It's pretty basic and will take some work on your part to flesh it out.

I am in the middle of writing up a second edition of my unisystem DnD. Il post up the rules when I am done for sure. But I would definitely recommend looking into the basic mechanics (which are pretty simple and straight forward) and easy to play. In particular, a big boon over dnd is that combat is a contested action. By that i mean instead of you attacking and just trying to hit a target number (and thus when you get attacked you don't get to choose to do anything, they just need to hit YOUR target number) it's instead interactive.

I choose to attack you. You choose to parry. We each roll a d10 and add stat plus skill and ties go to the defender. You get to decide what you are going to do to try to defend yourself instead of being a passive agent and waiting to find out what happens to you.

This message was edited 2 times. Last update was at 2018/09/22 03:04:20



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Combat Jumping Ragik






Beyond the Beltway

You could play Amber Diceless RPG. Maybe Blue Rose RPG ( joking here.) The other side of level/class is skill bundle, like Runequest ( or Mythras)

If you want, try one of the 'retro-clones' of D&D. Swords and Wizardry for example . Rolling dice is generally to be avoided, because bad things will happen. This guy has a link to a big list of free retro-clones. http://www.tenkarstavern.com/

I agree that the endless dice rolling in combat is a killjoy. My group is starting into that rut as our characters approach 10th level. I find it tedious. However, it is as much a product of the DM and the adventure as it is the game.

Edit to add the link. Oops.

This message was edited 1 time. Last update was at 2018/09/23 06:20:16


 
   
Made in us
Norn Queen






I agree that the GM and the adventure can have a lot to do with it. But the mechanics create the workload for the GM. The GM in dnd has to kind of fight up hill to go against what the mechanics support you doing and clearly want you to do to break that mold and you need very particular players to help shoulder some of that burden and steer the group.

Other games whos mechanics are better suited towards the rp side of it take more of that burden away from the GM (it's still ultimately up to them but they don't have to fight the game to get there).


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
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Longtime Dakkanaut




Our group started pathfinder 2nd. Cant remember if I ever played pathfinder (im sure I did long ago) but been playing dnd 5th for awhile now. Since that ended we wanted to try something else to see whats there.

Coming on to session 3 here, but thus far not impressed. As mentioned above, very gamey. I can totally see elements of that in 5th as well, but pathfinder 2nd seems more like how dnd 4th was. (which in my opinion, 4th was a hot garbage fire).

We will still keep at it for now but it doesent grab me wanting to play it badly like 5th does.

We also plan to do another group with Rogue Trader so that will be fresh as well.
   
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Combat Jumping Ragik






Beyond the Beltway

Don't forget to get the rules updates for the playtest. The designers are actually listening -- more or less-- to feedback and making adjustments.

Here they are https://s3-us-west-2.amazonaws.com/paizo-images/image/download/PZO2100UE-1.3.zip

 
   
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Norn Queen






Those updates dont actually answer the issues and in some ways make them even worse.

Look at the dc by difficulty/level chart. Thats insanity.

A lock should be as difficult as a lock is to pick. It shouldnt get a higher dc because you raised a level. What kind of bs is it that the world levels up with the player but only to that specific player? if im level 3 and your level 5 and we both try to pick the same lock the dc for you is ACTUALLY higher.

Theres that super gamey bs.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
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One of my other players had a reaction that made that of my wife look moderate.

And, yes, it was the sliding skill DCs that he was ranting about. (On the other hand, he is an enormous fan of BECMI D&D, at least the BEC part. )

The Auld Grump


Automatically Appended Next Post:

 Red Harvest wrote:
You could play Amber Diceless RPG. Maybe Blue Rose RPG ( joking here.) The other side of level/class is skill bundle, like Runequest ( or Mythras)

If you want, try one of the 'retro-clones' of D&D. Swords and Wizardry for example . Rolling dice is generally to be avoided, because bad things will happen. This guy has a link to a big list of free retro-clones. http://www.tenkarstavern.com/

I agree that the endless dice rolling in combat is a killjoy. My group is starting into that rut as our characters approach 10th level. I find it tedious. However, it is as much a product of the DM and the adventure as it is the game.

Edit to add the link. Oops.

Blue Rose is sadly underrated. And I am not joking here.

Not my chosen genre - but it is very good for folks that want a Mercedes Lackey style game.

The Auld Grump

This message was edited 1 time. Last update was at 2018/09/25 23:07:03


Kilkrazy wrote:When I was a young boy all my wargames were narratively based because I played with my toy soldiers and vehicles without the use of any rules.

The reason I bought rules and became a real wargamer was because I wanted a properly thought out structure to govern the action instead of just making things up as I went along.
 
   
Made in us
Combat Jumping Ragik






Beyond the Beltway

lue Rose, the setting, is a bit too bounded for my taste. The generic True20 system on which Blue Rose is built is an interesting one. However, It works for others. That's a good thing, really, finding a RPG that one enjoys playing.

I really like the way D&D 5e handles the DC mechanic. It is a lot easier to ignore them most of the time and just get on with actual role-playing. Still, a matter of taste. I think the assumption is that monsters 'level up' as players do (increased CR.) so should other things. Not a good assumption. Some things should get easier for PCs as the PCs increase in level

Buhlman et al do not appear to have a strong grasp of the underlying math of the game. Given that the game has a lot of math, this is not a good thing.

This message was edited 1 time. Last update was at 2018/09/25 23:34:08


 
   
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Norn Queen






 Red Harvest wrote:
I think the assumption is that monsters 'level up' as players do (increased CR.) so should other things. Not a good assumption. Some things should get easier for PCs as the PCs increase in level

Buhlman et al do not appear to have a strong grasp of the underlying math of the game. Given that the game has a lot of math, this is not a good thing.


I am not saying that YOU were saying things should level up with you so don't take it as an attack on you.

Lets look at that design philosophy.

So as you level up you need to scale up the challenges in the world so that things are still a challenge. After all, if your fighting goblins at level 1 that means you just do not perceive goblins as even remotely a threat at level 10. So you need to make CR 10 goblins or whatever. And apparently PF2 thinks this extends to locks and... everything.

So, you write your game so that the players keep advancing in skill and power to such an extent that within the world a goblin threatening a human is no longer the same thing because you have become so powerful that it's closer to a squirrel attacking a human.

As a result you now have to write a system of mechanics that allows that goblin to still be a goblin regardless of what level you are to maintain any semblance of your own mortality in the world.

So whats easier, build 2 sets of mechanics, one to advance the power of the players and 1 to advance everything in the world which has to be so broad and all encompassing that it can cover the literally hundreds of various things you encounter or...

Stop making leveling up have such a massive impact mechanically so that a human is always a human and a goblin is always a goblin and the threat one can pose is always equal to what that means?

What a dumb way to build a game.



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Terrifying Doombull




My big problem is I can't tell what their goals are.

They made a big deal about the resonance system because wands of cure light wounds were wrong!bad!evil!fun, but now they're reworking entirely (because it was awful), claiming it was for limiting item slots, and introduced healing via medicine checks, which allows infinite healing on 10 minute intervals, something they didn't want wands and things to do!

Except now it's worse, because any idiot knows you can't just make sword wounds heal completely with an hour of bandaging. Verisimilitude and setting consistency go out the window.

And there isn't any significant resource or gold cost, which was the other part of their issue (meaningful encounters are supposed to use daily resources, and the main ones are HP and spells). So they've chucked out their primarily goals with this design and replaced it with something else Something at this point is a big .

---
The worst part is the Devs have mentioned changing things, and making changes past the playtest period, but still sticking with their publication date (and therefor deadlines for a finished book). Its going to be rough, untested stuff, with a design team that struggles with math and is very disconnected with their player base.

A lot of this stuff isn't exactly like 4e (though some of the underlying principles are similar), but its similarly departing from the 3rd edition design principles, which is how they acquired a lot of their customers in the first place.
They may well make themselves irrelevant by producing a hot mess that their customers don't want, and 5e players won't like because of the complexity and absurd fiddly bits (like the number of things that are or aren't actions, even though they're functional the same. (putting a hand on or taking a hand off a weapon). That leaves a really thin pool to attract to PF2.

This message was edited 6 times. Last update was at 2018/09/28 03:37:33


Efficiency is the highest virtue. 
   
Made in us
Stealthy Space Wolves Scout






 Lance845 wrote:


Well I would steer clear of anything that is level/class based.

The very moment you have levels and classes you have a standardized progression built around some kind of class function and those class functions are almost always combat. It also tends to put players into a box that is more about what your character can do instead of who your character is.

Consider meeting someone who has never heard of Superman. You try to tell them about him. Do you start with him being a kind charitable person raised with a work ethic and such? Or do you give them a physical description and then tell them he can fly, and has super strength, and is really fast and has heat vision etc etc...

One is a list of powers. One is a description of a person.

Level/class games are about defining your character by their abilities.



Point buy systems on the other hand let players spend an allotment of character creation points to define all kinds of aspects about their character. They generally include some kind of perks and/or drawbacks (drawbacks giving extra points for downsides) along with stats and skills to flesh out a character. Some characters might have more stats but less skills while others are more skillful with less natural aptitude. Variety. It's good. And those perks and drawbacks help define WHO they are instead of just what they can do.

Experience points are generally given for hitting milestones instead of killing things and are then a currency spent to progress whatever the player whats to advance.


As for games to play...

Genesys is Fantasy Flights generic setting neutral RPG system that they used for their starwars games. It's basically point buy with some interesting quirks and some neat narrative elements that come from the dice roles. Their first setting book of Torrinith which is the fantasy setting of the Runewars games. Obviously feel free to take the rules and just make your own game.

My personal favorite is the Unisystem by Eden studios. You can get the pdfs for their games from drivethrough RPG. They don't REALLY have a generic fantasy game but they do have a generic zombie game called All Flesh Must Be Eaten which has a large number of supplements that provide a framework for running all kinds of settings including a fantasy one (Dungeons and zombies). It's pretty basic and will take some work on your part to flesh it out.

I am in the middle of writing up a second edition of my unisystem DnD. Il post up the rules when I am done for sure. But I would definitely recommend looking into the basic mechanics (which are pretty simple and straight forward) and easy to play. In particular, a big boon over dnd is that combat is a contested action. By that i mean instead of you attacking and just trying to hit a target number (and thus when you get attacked you don't get to choose to do anything, they just need to hit YOUR target number) it's instead interactive.

I choose to attack you. You choose to parry. We each roll a d10 and add stat plus skill and ties go to the defender. You get to decide what you are going to do to try to defend yourself instead of being a passive agent and waiting to find out what happens to you.


Excellent !! Thank you !!

Reading your following posts, and those of others, I think this is EXACTLY the direction my group needs to go in. The leveling has become a never-ending chase that has destroyed the narrative aspect of even the best stories. It's gotten so bad that the game genre doesn't even matter and has become almost an unnoticed tacked on skin. Thanks for the insights !!



"You never see toilets in the 41st Millennium - that's why everyone looks so angry all the time." - Fezman 1/28/13
 
   
Made in gb
Posts with Authority






 Red Harvest wrote:
lue Rose, the setting, is a bit too bounded for my taste. The generic True20 system on which Blue Rose is built is an interesting one. However, It works for others. That's a good thing, really, finding a RPG that one enjoys playing.


I ran a paranormal romance game for my wife and some of her coworkers last year, using True 20.

My wife was one of only two experienced players in the group. One of the first time players was in her sixties.

True 20 is a decent generic system, and pretty easy to describe to newbies.

I really like the way D&D 5e handles the DC mechanic. It is a lot easier to ignore them most of the time and just get on with actual role-playing. Still, a matter of taste. I think the assumption is that monsters 'level up' as players do (increased CR.) so should other things. Not a good assumption. Some things should get easier for PCs as the PCs increase in level

Buhlman et al do not appear to have a strong grasp of the underlying math of the game. Given that the game has a lot of math, this is not a good thing.

That is kind of what worries me, along with the deadline.

Sometimes 'It's done when it's done' is the only answer - but Paizo really does not want an Osbourne situation on their hands - where sales of the current edition drop because a new edition is in the works.

Missing that deadline means the dropped sales can continue indefinitely.

But if what they eventually end up with is anything like what they have shown... I am already a lost sale.

In theory I will be playing a 5e game this year - if one of my players can actually get around to running it. (I am currently in my wife's Eberron game using the Pathfinder rules, and loving it. She attacked us with cannibal halflings on pterodactyls last week. )

The Auld Grump

Kilkrazy wrote:When I was a young boy all my wargames were narratively based because I played with my toy soldiers and vehicles without the use of any rules.

The reason I bought rules and became a real wargamer was because I wanted a properly thought out structure to govern the action instead of just making things up as I went along.
 
   
Made in us
Terrifying Doombull




Sometimes 'It's done when it's done' is the only answer - but Paizo really does not want an Osbourne situation on their hands - where sales of the current edition drop because a new edition is in the works.

Missing that deadline means the dropped sales can continue indefinitely.

That's certainly a problem, but its one they've created for themselves.

For one, going by their blogs, they've already reached a tipping point and turned the Pathfinder Society thing into a playtest venue more than continuing to support PF1e.

While I've never really interacted with PFS, Paizo seems to put a lot of weight on it. which means they're already choking off PF1 sales.

Second, they've announced the next Adventure Path will be the last one for PF1, and its big and world changing (The Return of the Runelords). THe APs are one of their big customer draws, from what I understand.

Last, their shovelware products (monthly books of little to no important) seem to be getting worse in a lot of ways. Ultimate Wilderness was a new low, with a new class that lots of people wanted... that did none of the things anyone expected. A lot of people were genuinely excited for a true shapeshifter as a class, and got a spell-less, companion-less druid that grows claws and scratches people.

And personally, I was pretty interested in Starfinder during its lead up, but the final product was amazingly underwhelming. Lots of no-flavor systems and a lot of 'you must be this tall to ride' (level) to pick up the next gun upgrade, diablo style.
It could have been amazing, but it's more the d20 Star Wars attempts with the serial numbers filed off, with wacky Star Trek forehead aliens and setting details that make zero sense (like the multiverse level period of amnesia that affects even gods and archdevils).

----
Their direction and design choices really make me wonder if they can pull this off. They seem to have forgotten that they basically mugged WotC's playerbase amid 4e's radical direction shift. I'm wondering who's going to steal theirs during their own detached ivory tower direction shift.

This message was edited 1 time. Last update was at 2018/09/30 04:56:16


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 TheAuldGrump wrote:
Paizo really does not want an Osbourne situation on their hands - where sales of the current edition drop because a new edition is in the works.


With the way the new edition is, they might see a sales jump while people get the old 1st edition stuff before it goes away for good...I know the pending 2nd edition has been motivating me to want to get more of the 1st edition stuff.
   
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 skyth wrote:
 TheAuldGrump wrote:
Paizo really does not want an Osbourne situation on their hands - where sales of the current edition drop because a new edition is in the works.


With the way the new edition is, they might see a sales jump while people get the old 1st edition stuff before it goes away for good...I know the pending 2nd edition has been motivating me to want to get more of the 1st edition stuff.
I did the same with the D20 stuff when WotC was bragging about the steaming pile that was 4e.

Really, more than the system, 4e suffered from a fumbled Profession [Marketing] roll.

Trying to tear down the previous system - that people were still enjoying - did not sit well.

Telling people that stopping to talk to the guards at the city gate was 'not fun', and how D&D is 'not a game of traipsing through the faerie rings and interacting with the Little People, it's a game of combat!' was one of the stupidest moves that they could have made. (The week before they came out with the $20 advertisement that included the Faeries comment I had run a scenario where *gasp!* the PCs had traipsed through a faerie ring and interacted with the Little People....)

Making big boasts on some of the stupidest changes. (Green dragons are spiky now! Poison is a type of damage!!1!)

So, Paizo is doing a lot better than the worst case example..

What they haven't done is shown any way in which the new systems will be a better game.

And both Paizo and WotC seem to have made the mistake of taking a vocal minority as a majority - largely because that vocal minority agrees with something that they wanted to do.

The Auld Grump

Kilkrazy wrote:When I was a young boy all my wargames were narratively based because I played with my toy soldiers and vehicles without the use of any rules.

The reason I bought rules and became a real wargamer was because I wanted a properly thought out structure to govern the action instead of just making things up as I went along.
 
   
Made in us
Terrifying Doombull




And both Paizo and WotC seem to have made the mistake of taking a vocal minority as a majority - largely because that vocal minority agrees with something that they wanted to do


I'm not sure that's entirely true. A lot of reactions on their own message boards are largely along the lines of 'What?' and a lot of breakdown of the math that doesn't work.

And various rants against several of the subsystems and changes.

But I could be missing it, as some people have complained that the devs are mostly talking to other sites and not providing the same information on their own site and messageboards.

However, the impression I've gotten so far though is that a lot of the really strange stuff (like resonance and arcane dying rules and the really boring math that yields little but iterative failure) is coming from inside Paizo. And they're trying to shift around to soften the blow but still hold on to as much of these crazy ideas as their fanbase will swallow.

Which, for the portion of the fanbase that followed them from WotC in wake of the 4e Apocalypse, is 'not very much at all.'

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Voss wrote:
And both Paizo and WotC seem to have made the mistake of taking a vocal minority as a majority - largely because that vocal minority agrees with something that they wanted to do


I'm not sure that's entirely true. A lot of reactions on their own message boards are largely along the lines of 'What?' and a lot of breakdown of the math that doesn't work.

And various rants against several of the subsystems and changes.

But I could be missing it, as some people have complained that the devs are mostly talking to other sites and not providing the same information on their own site and messageboards.

However, the impression I've gotten so far though is that a lot of the really strange stuff (like resonance and arcane dying rules and the really boring math that yields little but iterative failure) is coming from inside Paizo. And they're trying to shift around to soften the blow but still hold on to as much of these crazy ideas as their fanbase will swallow.

Which, for the portion of the fanbase that followed them from WotC in wake of the 4e Apocalypse, is 'not very much at all.'

I was talking more about the early part of the process - before they opened the playtest.

I am just hoping that they do not commit themselves to some of these changes - given that they are already two years in, it is all too easy to keep on the course that is heading toward the iceberg.

And, yeah - my group gave up on PF2 pretty early on. The excitement was not building.

The only thing sticking is the action economy - which is mostly a restating of the current economy, broken down to basic cases. (Calling it a 'Reaction' rather than 'Attack of Opportunity'.)

The Auld Grump - with PF2, they may be handing 5e the win. I have a lot more interest in 5e than PF2, but more in the old PF than in 5.

Kilkrazy wrote:When I was a young boy all my wargames were narratively based because I played with my toy soldiers and vehicles without the use of any rules.

The reason I bought rules and became a real wargamer was because I wanted a properly thought out structure to govern the action instead of just making things up as I went along.
 
   
Made in us
Terrifying Doombull




I actually really dislike the action economy in PF2. Far too many fiddly little things that completely disrupt turns (particularly changing hands and anything like it), and if something has a higher speed stat than an opponent, the game just laughs at the slower party.

If someone with 30' speed attacks twice and moves away from someone with 25' speed, the second person has to burn two actions to get back into range and try to attack. Defensive kiting (in a video game sense) is very real.

Honestly, I think they've already committed to a lot of changes. I've seen several statements about sticking to the planned publication date, which means hanging on to a lot of the nonsense.

For example, they just put out an 'Ancestry' update. They pretty much doubled down on the problems I had with it. You get to choose a 'heritage' but it's basically 'pick up fire resist, cold resist, darkvision, feats (if human) or some oddball junk.'

The rest is more of the same... magically manifest cultural traits by going out adventuring (leveling) away from your culture.

Except for dwarves being exceptionally slow (the only one at 20' speed now), and elves being extra fast, the races feel identical to me. Just stats and trashy feats to try to Voltron your class choice into keeping up with the required bonus numbers.

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I am using the version from Pathfinder Unchained - but had not really looked at it until they started outlining PF2.

In Unchained, at least, it is pretty much just a way of restating the action economy of PF 1, but with fewer exceptions.

But, yeah... not liking the Heritage system at all - and my wife hates it.

You should not have to build your species one level at a time. Darkvision should be something you are born with, not something you develop when you have a feat slot available.

The Auld Grump

Kilkrazy wrote:When I was a young boy all my wargames were narratively based because I played with my toy soldiers and vehicles without the use of any rules.

The reason I bought rules and became a real wargamer was because I wanted a properly thought out structure to govern the action instead of just making things up as I went along.
 
   
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Longtime Dakkanaut





Nice post on the Paizo forums there btw
   
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Member of a Lodge? I Can't Say





Philadelphia PA

I think my group is out - we played 3 sessions of 2nd edition and now I can't even get the other players to show up. Today is the third time they all made excuses.

Character creation is a mess, the feats are a mess, the monster balance is a mess and honestly it's not fun. It's a slog to get stuff done and that's not what I want when I'm trying to enjoy a Sat. evening with friends.

I prefer to buy from miniature manufacturers that *don't* support the overthrow of democracy. 
   
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Posts with Authority






Yeah... three weeks ago my good lady gave me an ultimatum. No more on PF2.

And she isn't wrong.

I am negative-neutral toward Pathfinder 2 - it is not better in any measurable way than Pathfinder 1, so why bother?

She, on the other hand, started off wanting to like it, and was fuming before we finished work on her first character.

And I have happy memories of helping her with characters. (Pagan retreat, her asking me to help her level her character, and then her sitting skyclad in my lap. Yet somehow I managed to not realize it was a seduction attempt. She did eventually get through my adamantium skull - it just took her a while.)

The Auld Grump

Kilkrazy wrote:When I was a young boy all my wargames were narratively based because I played with my toy soldiers and vehicles without the use of any rules.

The reason I bought rules and became a real wargamer was because I wanted a properly thought out structure to govern the action instead of just making things up as I went along.
 
   
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Terrifying Doombull




 TheAuldGrump wrote:

You should not have to build your species one level at a time. Darkvision should be something you are born with, not something you develop when you have a feat slot available.


All adventurers spontaneously mutate every four levels, or become more in touch with their culture by... being away from their culture! Its... pretty much pure crazy.
But as starting level 1 adventurers, gnomes, goblins, humans and half-orcs can easily be almost indistinguishable.

Efficiency is the highest virtue. 
   
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Norn Queen






You know what has struck me as a really bizzare mechanic recently? Why the feth do you have 1 number for your attribute and 1 number for your attribute modifier.

Having a 16 in dex never matters. It's the +3 that does everything. So why don't you just have a 3 in dex instead?

It's like THACO. You do all this math in reverse to get to what should just be a linear simple equation. So why the feth do you calculate out your attributes, to then calculate a modifier to then apply the modifier to everything mechanically? Shouldn't it just get simplified to having a attribute that just does the stuff?


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
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Combat Jumping Ragik






Beyond the Beltway

It is a relict of the original game. Or relic. Originally, those abilities meant very little. A % bonus to experience points if the prime ability was over a certain number. A +1 to hit points if the CON was 15+, -1 hp if 6 or less. Dexterity 12+ gave +1 to missile fire, 9 or less gave-1 to missile fire. CHA determined the number of hirelings a PC could have, and their loyalty, but these were in range bands. It wasn't until the Greyhawk supplement ruined everything released that ability scores mattered much at all, and then only STR and CON. Also, we did use ability checks. Roll under your ability score to succeed. They were a thing, BITD. Amusingly enough, the DM rolled the ability scores for the PCs. Or was supposed to do so. I think that this rule was near universally ignored.

The THAC0. Interesting blog post here http://playingattheworld.blogspot.com/2018/09/why-did-armor-class-descend-from-9-to-2.html. And do note that modifiers never changed the AC-- it was always 2-9-- modifiers were added/subtracted to the die roll. So Chainmail +1 was AC5, but subtracted 1 from any to hit roll. ( made for easy math 20-5+1 =16 needed to hit. )

This message was edited 1 time. Last update was at 2018/10/14 07:10:31


 
   
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Norn Queen






 Red Harvest wrote:
It is a relict of the original game. Or relic. Originally, those abilities meant very little. A % bonus to experience points if the prime ability was over a certain number. A +1 to hit points if the CON was 15+, -1 hp if 6 or less. Dexterity 12+ gave +1 to missile fire, 9 or less gave-1 to missile fire. CHA determined the number of hirelings a PC could have, and their loyalty, but these were in range bands. It wasn't until the Greyhawk supplement ruined everything released that ability scores mattered much at all, and then only STR and CON. Also, we did use ability checks. Roll under your ability score to succeed. They were a thing, BITD. Amusingly enough, the DM rolled the ability scores for the PCs. Or was supposed to do so. I think that this rule was near universally ignored.

The THAC0. Interesting blog post here http://playingattheworld.blogspot.com/2018/09/why-did-armor-class-descend-from-9-to-2.html. And do note that modifiers never changed the AC-- it was always 2-9-- modifiers were added/subtracted to the die roll. So Chainmail +1 was AC5, but subtracted 1 from any to hit roll. ( made for easy math 20-5+1 =16 needed to hit. )


Yes, I understand where it comes from. It's a mechanic that should be killed, and should have already been killed, years ago with THACO. It's overly complicated for no gain. The fact that pathfinder is just running with it is just as mad as dnd still using it from 3rd through 5th. And honestly it kind of crazier. PF is less beholden to it's DnD roots.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
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Terrifying Doombull




Surprisingly this question came up in one of the recent surveys they did, so it is something that occurred to them. The survey question wasn't phrased very well (a problem that dogs a lot of their surveys, as it garbles what little data they're getting), but was basically 'keep it for clarity, keep it for legacy, don't keep it and don't care.'


---

At the moment the answer is partly a legacy thing, a sacred cow that they keep around so old fans don't leave. The other seems to be part of the way they want progression to happen. Once you hit 18/+4 in a stat, it doesn't increase by 2/+1, but by 1/+0.5 (but you don't use the fraction).

So effectively your primary stat only advances at 10th and 20th level (because to keep up with the system math, you absolutely must start at 18 to keep up with monsters ACs and DCs), and you don't bother raising any other stats that high- just spread advances out to raise everything else to 18 as much as possible, especially Dex, Wis and Con (Str, Int and Cha are effectively dump stats, unless your class uses them)

This message was edited 1 time. Last update was at 2018/10/14 12:18:29


Efficiency is the highest virtue. 
   
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Norn Queen






Voss wrote:
Surprisingly this question came up in one of the recent surveys they did, so it is something that occurred to them. The survey question wasn't phrased very well (a problem that dogs a lot of their surveys, as it garbles what little data they're getting), but was basically 'keep it for clarity, keep it for legacy, don't keep it and don't care.'


---

At the moment the answer is partly a legacy thing, a sacred cow that they keep around so old fans don't leave. The other seems to be part of the way they want progression to happen. Once you hit 18/+4 in a stat, it doesn't increase by 2/+1, but by 1/+0.5 (but you don't use the fraction).

So effectively your primary stat only advances at 10th and 20th level (because to keep up with the system math, you absolutely must start at 18 to keep up with monsters ACs and DCs), and you don't bother raising any other stats that high- just spread advances out to raise everything else to 18 as much as possible, especially Dex, Wis and Con (Str, Int and Cha are effectively dump stats, unless your class uses them)


Everything you just said is a game design issue. Min Maxing for role playing is counter to role playing (see the gamey bit I said at the end of the last page/top of this one). .5 increases that do nothing are pointless. Just say the limit a stat can increase to is 5.

Roll a d4 6 times to get your attributes and then apply racial modifiers. Or roll 2 or 3d4 and take the highest 6 times. You could get a 0 stat because of a racial penalty (except i think those are gone in PF2) but negatives are gone, because they only ever went into dump stats anyway who gives a gak?)

Functionally it does the same thing but gives players a hard cap so they need to spread their stat gains around and all those stat gains actually do something.

This message was edited 1 time. Last update was at 2018/10/14 14:03:56



These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
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Ragin' Ork Dreadnought




Monarchy of TBD

 Lance845 wrote:
Voss wrote:
Surprisingly this question came up in one of the recent surveys they did, so it is something that occurred to them. The survey question wasn't phrased very well (a problem that dogs a lot of their surveys, as it garbles what little data they're getting), but was basically 'keep it for clarity, keep it for legacy, don't keep it and don't care.'


---

At the moment the answer is partly a legacy thing, a sacred cow that they keep around so old fans don't leave. The other seems to be part of the way they want progression to happen. Once you hit 18/+4 in a stat, it doesn't increase by 2/+1, but by 1/+0.5 (but you don't use the fraction).

So effectively your primary stat only advances at 10th and 20th level (because to keep up with the system math, you absolutely must start at 18 to keep up with monsters ACs and DCs), and you don't bother raising any other stats that high- just spread advances out to raise everything else to 18 as much as possible, especially Dex, Wis and Con (Str, Int and Cha are effectively dump stats, unless your class uses them)


Everything you just said is a game design issue. Min Maxing for role playing is counter to role playing (see the gamey bit I said at the end of the last page/top of this one). .5 increases that do nothing are pointless. Just say the limit a stat can increase to is 5.

Roll a d4 6 times to get your attributes and then apply racial modifiers. Or roll 2 or 3d4 and take the highest 6 times. You could get a 0 stat because of a racial penalty (except i think those are gone in PF2) but negatives are gone, because they only ever went into dump stats anyway who gives a gak?)

Functionally it does the same thing but gives players a hard cap so they need to spread their stat gains around and all those stat gains actually do something.


LoL! I might just try that with my next set of characters. Now how would we round out the probabilities to match 4d6 dropping the lowest....

Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
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Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
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