I agree with most of what is said here. That said, I also think that it is definitely a system (both 1e and 2e) that is best suited for players who actively are going to engage a more crunchy system.I'd say out of 36 yrs of table topping its by far one of my favorite systems right out of the box Its a very streamlined system compared to PF1, less convoluted rules, as it didn't have to carry over the 3.5 baggage that PF1 did. The rule make sense more so then many other systems, sure there are a few things her and there but even those work. In its streamlined structure, things like character creation is robust. If I remember correct with the Core Rulebook alone there are something like 42,000 combinations that can be made. That number has grown as there have been some major releases like the Advanced Players Guide and Ancestry Guide that have expanded and built on what is already established. It also spreads your choices out over 20 levels and if you're running the premade adventure paths all the 6 book ones go to level 20 now. So every level you are making a choice to define your character more where In 5E DnD has a streamlined system but you basically make a choice at 1st and 4th and then you're done .
I prefer the class balance and multiclass system of PF2 - easier to create the concept you want without causing yourself to be underpowered. The disparity of Casters and Marshal isn't skewed like previous where in the later levels the marshals are there to just carry things for the Wizard. Yes Casters have been toned down at higher levels but it isn't just a switch of whos on top. Many who thought so were not using all the tools at casters disposal. Staves are a major item for casters and can be compared to importance as one would think of a marshal class not using weapons. so while they upgrade their weapons you upgrade your Staves and have some wands. Id say armor for the marshal but as casters can wear full plate and cast spells with no penalty to their casting that's not really a thing that's just on their side. So if Gm'ng make sure to put in stave's as often as you put in weapons
Also the classes are all really balanced, Lets take one of the more unbalanced classes from pf1: the Gunslinger, it will be released later this year. In PF1 the gun rules made it completely broken in a lot of content . Pf2 version first off the PF1 Bolt Ace (the crossbow using gunslinger) is built into it completely seamlessly so even if you don't want guns you can still have players be a crossbow sharpshooter without having a subset of rules Guns can do bursty crit dmg but are balanced and since there is no touch ac are not auto hitting most things like pf1. The Gunslinger plays like martial debuffer with dmg then a full out dmg character. Just an example of how classes are from pf1 to pf2
Most importantly the system encourages being a team and playing off each others strengths and weaknesses, more tactical thoughts as the system has synergies built into it and more get added with every release. Every party I've ran through an adventure path, one shot, Society scenario , the ones the succeed are the ones who work together instead of just being a group who everyone does their own thing. Encounters can be rough but a few things to remember all premade encounters assume players at full health or close to, so take those 10 min breaks refresh focus spells and do some treat wounds. For example If you have a rogue with the dread striker feat , then use that one remaining action to toss a intimidating glare at an enemy so they are flat footed to the rogue. Things like that can swing a battle in the players favor really fast.
Converting pf1 to pf2 isnt hard. Treasure is usually the sticky point as there are no more stat stick boosters
For PF2 I've GM'd or currently Gm'ng: pf1 converted to pf2 versions of Strange Aeons, Rise of the Ruinlords, Skull n Shackles, Curse of the Crimson Throne, soon Ill be doing a converted Ruins of Azlant
the pf2 APs I've Gm'd are Age of Ashes, Extinction Curse, and many Society scenarios since it started
Currently Playing in the first book of Agents of Edgewatch and played and Gm'd both The Slithering and Plaguestone
Some good resources for help with converting from pf1 to pf2 can be found at https://discord.gg/eEHAyHW We are working converting all the Pf1 Ap's to pf2 and sharing the work done
Also for some good options to add to a game , check out the Gamemasters Guide, lots of good stuff inside including rules to
- Increasing the number of Ancestry feats players get without unbalancing everything
- Give a free archetype (multiclass) one of the most popular options
and a host of other options that you can add if you want or trade out
Remembered something. The PF2 Beginner's Box is less of an investment then the Core rulebook to try out. What is nice about is, it contains the full rules just smaller amount of options instead of its own set of rules that once through it wont transfer over. So once you're through it the character you made is 100% compatible with one made from the core rulebook It contains a lite players handbook and a lite Gm's guide , a starter adventure for a party of up to 4 and a Solo adventure teaches you step by step and some other handy stuff.
For the diabolic bloodline two of your three bloodline spells, brace the Pit and Hellfire Plume, are labeled as evil in their descriptions. So my would-be good character would have to violate her alignment or be weaker than other characters by not using those spells. As other sorcerers use theirs.I don't know if being from an evil bloodline necessarily makes your abilities evil, unless you picked the Sorcerer spell that gives people Ghoul Fever and turns them Undead or something.
JG
Not the circus-based one I mentioned, tgat’s for sure. When I commented about asking the DM direct questions about what he was saying and if it was really written the way he described it, it was with regards to the introduction of the plot that spans the Adventure Path.What good “good guys save the world” sorts of adventures are there? Bear in mind,
In Golarion, monster crimes are especially heinous. The city of Absolom has an elite squad dedicated to investigating adventurer cases. These are their stories.All Adventure Paths have a certain amount of buy in from the players needed. Why play at all if going to the authorities is an option?
I think that’s basically Agents of Edgewatch.In Golarion, monster crimes are especially heinous. The city of Absolom has an elite squad dedicated to investigating adventurer cases. These are their stories.
That was the one my GM was mulling over. He ended up choosing Extinction Circus, so apparently we're going to be in the same situation as Ralph.I think that’s basically Agents of Edgewatch.
All Adventure Paths have a certain amount of buy in from the players needed. Why play at all if going to the authorities is an option?