this post was submitted on 15 Jan 2024
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I dunno. When I was reading through PF2e, at a certain point it clicked for me that a lot of the rules actually make it easier to play a character by ear.
Take feats. There are tons, of different kinds, with different levels, sometimes with prerequisites. It seems like a lot of rules overhead, but that also means that you're not picking from the whole list every time you get one. If a player doesn't want to make a ton of choices, they can just pick one of the highest level feats they qualify for and have a pretty decent build. Maybe not optimized, but if they don't want to dig into the nitty gritty, that wasn't a priority anyway.
Plus, if a player wants to change their mind, the rules explicitly say you can swap things around. I know that works in 5e anyway by DM fiat, but still, it's nice to have a "don't worry too much" clause written in the books.
Ultimately a matter of personal preference, of course. I just think PF2e actually scales pretty well with player investment in the system, whether someone's really into character builds or just wants to follow some steps and get into the action.
Pf2e is very well made in that optimisation generally adds up to a few points of damage difference in a white room, while good tactics on the battlefield can make for literally hundreds of points of damage difference. It really frees you up to take feats because you think they'll be interesting or add to your character, instead of being pigeonholed by optimal choices.
I just wish pf2e wasn't so scared of certain things, I miss my melee monster alchemists