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ideas for caster runes (homebrew)
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<blockquote data-quote="CapnZapp" data-source="post: 8545031" data-attributes="member: 12731"><p>I can only add that just because a company states a goal that goal is not necessarily met. Lots of companies say stuff and make promises.</p><p></p><p>Yes, the assumption is that PF2 is a game for you if you want to reduce administration, simple play, and lots of customization. But in my view PF2 is neither of those things.</p><p></p><ul> <li data-xf-list-type="ul">The game is brutally heavy on the accounting with loads and loads of little things to keep track of. If you want to "reduce RPG accountancy" almost any other iteration of D&D will serve you better.</li> <li data-xf-list-type="ul">The gameplay is far from simple. The "core loop" of combat might be simple, but that simplicity was then buried deep in feats and other exceptions. Still, this point is likely the one where Paizo's goals comes the closest to actually being fulfilled.</li> <li data-xf-list-type="ul">PF2 offers lots of customization for one agent only: Paizo itself. For players, sure you get thousands of feats to choose from, but the reality is that the vast majority of them actuall has a very very small impact on what your character can accomplish and how you play that character. For gamesmasters, PF2 is brutally hard to add houserules to. Making a new class in many D&D like games is a paragraph or three, and half a page tops. In D&D 5E it is more, but most of it is relatively simple - give advantage to this and disadvantage to that. In stark contrast building a PF2 class makes it mandatory for you to come up with pages upon pages of highly interlocking feats that in my opinion does not just require <em>expertise</em> with the game - it requires <em>mastery</em> of the game. For Paizo, however, the game offers huge potential to sell relatively creativity-free mechanical content like new feats.</li> </ul></blockquote><p></p>
[QUOTE="CapnZapp, post: 8545031, member: 12731"] I can only add that just because a company states a goal that goal is not necessarily met. Lots of companies say stuff and make promises. Yes, the assumption is that PF2 is a game for you if you want to reduce administration, simple play, and lots of customization. But in my view PF2 is neither of those things. [LIST] [*]The game is brutally heavy on the accounting with loads and loads of little things to keep track of. If you want to "reduce RPG accountancy" almost any other iteration of D&D will serve you better. [*]The gameplay is far from simple. The "core loop" of combat might be simple, but that simplicity was then buried deep in feats and other exceptions. Still, this point is likely the one where Paizo's goals comes the closest to actually being fulfilled. [*]PF2 offers lots of customization for one agent only: Paizo itself. For players, sure you get thousands of feats to choose from, but the reality is that the vast majority of them actuall has a very very small impact on what your character can accomplish and how you play that character. For gamesmasters, PF2 is brutally hard to add houserules to. Making a new class in many D&D like games is a paragraph or three, and half a page tops. In D&D 5E it is more, but most of it is relatively simple - give advantage to this and disadvantage to that. In stark contrast building a PF2 class makes it mandatory for you to come up with pages upon pages of highly interlocking feats that in my opinion does not just require [I]expertise[/I] with the game - it requires [I]mastery[/I] of the game. For Paizo, however, the game offers huge potential to sell relatively creativity-free mechanical content like new feats. [/LIST] [/QUOTE]
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