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<blockquote data-quote="Doctor Futurity" data-source="post: 9113870" data-attributes="member: 10738"><p>I know that I was already hitting level 5 as a sorcerer in PF2E I think before I realized that I had overlooked/misunderstood an entire component of the class's design, and it was incredibly deflating to realize there was an entire other arbitrary mechanical element I had to parse out from the text. I don't recall having this issue ever with PF1E or D&D 3.0/3.5, but I agree that it was tough, especially toward the later years of the game, to bring in new players....especially if you had even one min/max optimizer in your group, they tended to skew the entire experience in a bad way for the newer players.</p><p></p><p>In many ways, PF2E feels to me like it tried to appease the more hardcore builders and optimizers on the player side (whether it succeeded or not is a different question) while addressing the many complaints GMs had about the needless complications of being GM in 1st edition. The end result is the game we now have, where players either find it too much or that the sense of agency is an illusion, and GMs have a really friendly set of tools to work with, but everything is mechanically skewed against player enjoyment/success so the encounter designs feel like a constant treadmill of morale-demolishing un-fun for the players, who in turn look suspiciously at the GM as the culprit even as he is religiously following encounter build guidelines.</p></blockquote><p></p>
[QUOTE="Doctor Futurity, post: 9113870, member: 10738"] I know that I was already hitting level 5 as a sorcerer in PF2E I think before I realized that I had overlooked/misunderstood an entire component of the class's design, and it was incredibly deflating to realize there was an entire other arbitrary mechanical element I had to parse out from the text. I don't recall having this issue ever with PF1E or D&D 3.0/3.5, but I agree that it was tough, especially toward the later years of the game, to bring in new players....especially if you had even one min/max optimizer in your group, they tended to skew the entire experience in a bad way for the newer players. In many ways, PF2E feels to me like it tried to appease the more hardcore builders and optimizers on the player side (whether it succeeded or not is a different question) while addressing the many complaints GMs had about the needless complications of being GM in 1st edition. The end result is the game we now have, where players either find it too much or that the sense of agency is an illusion, and GMs have a really friendly set of tools to work with, but everything is mechanically skewed against player enjoyment/success so the encounter designs feel like a constant treadmill of morale-demolishing un-fun for the players, who in turn look suspiciously at the GM as the culprit even as he is religiously following encounter build guidelines. [/QUOTE]
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