this post was submitted on 08 Jul 2025
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[–] BartyDeCanter@lemmy.sdf.org 72 points 1 day ago (4 children)

When it come to more traditional RPGs, I really like Pathfinder 2E for the following reasons:

  • It scales very well from level 1-20. The math just works
  • Encounter design and balancing is easy for the busy GM
  • All of the classes are good, there aren't any trap classes
  • Teamwork is highly encouraged through class and ability design
  • Degrees of success/failure
  • Easy, free access to the rules
  • The ORC license
  • https://pathbuilder2e.com/
  • Pathfinder Society Organized play is very well done and well supported by Paizo
  • Women wear reasonable armor
  • The rune system for magic weapons/armor
  • And so many more
[–] festus@lemmy.ca 27 points 21 hours ago* (last edited 11 hours ago) (1 children)

For me it's the 3 actions per turn. So much nicer to still have a turn even after I rolled an attack and missed.

[–] BartyDeCanter@lemmy.sdf.org 14 points 21 hours ago

How did I forget to put that on my list? I love not worrying about action types and if I can do this action as this other kind of action. I just have to count to three.

[–] sbv@sh.itjust.works 31 points 1 day ago (2 children)
  • Encounter design and balancing is easy for the busy GM
  • Teamwork is highly encouraged through class and ability design

ngl, you're selling it.

Anything that improves combat is a win in my book. I've switched to Cyberpunk RED, and I'm discovering that good combat is hard to make in either system, but encouraging teamwork is a nice way to take a little load off the GM.

[–] kichae@wanderingadventure.party 19 points 23 hours ago (1 children)

The bestiary is also really good (and free!). There are thousands of enemies, most of which have solid gimmicks that tell you straight from the stat block how you can best run the creature. And the they're balanced to the same levels as players, so encounter power budgets are very intuitive.

The game gets a bit of a bad rap for having "nitpicky" rules, but people often seem to fail to recognize that the rules are spelling out how people already usually resolve things, rather than introducing something novel. It's written in a very systematized way, and people aren't used to reading about their intuitive experiences in systematized language.

The game's broader community's obsession with rules orthodoxy doesn't help...

[–] sbv@sh.itjust.works 9 points 22 hours ago (1 children)

thousands of enemies, most of which have solid gimmicks that tell you straight from the stat block how you can best run the creature

That's exactly what I want. I spent so much time looking at https://www.themonstersknow.com/ when DMing 5e. I like encounter design, but I feel like I had to work hard to make it passable, rather than work hard to make it excellent.

[–] NielsBohron@lemmy.world 8 points 21 hours ago (2 children)

It's with noting that the adventure paths and Paizo one-shots are also all very well-written (from the perspective of a novice GM). I've sat down with a group of 11yo kids after giving the adventure a 15-minute glance and been able to run a pretty decent session with next to no prep time.

[–] kichae@wanderingadventure.party 6 points 20 hours ago

I've also found that it's really easy to convert D&D 3.x and PF1 modules to the system. Not so easy that thought and care doesn't need to be put into it, but most creatures are based off of the 3e monsters, and there's a similar philosophy of DC adjustments. So, you get both Paizo's catalogue of well designed adventure books, as well as a massive back catalogue of classic favourites that you can dig out for a relatively modest effort.

[–] sbv@sh.itjust.works 2 points 21 hours ago

That sounds great!

I ended up using a remix of the 5e Waterdeep: Dragonheist module because it really didn't work for me. It would be a nice change to use a well-written module.

I've Cyberpunk RED's Tales of the RED to be hit or miss. Some adventures are great, but many are meh.

[–] BartyDeCanter@lemmy.sdf.org 7 points 23 hours ago (1 children)

If you’re looking to run a cyberpunk setting with Pathfinder, I’d recommend checking out Starfinder 2e. It’s currently wrapping up playtesting, and will be out in late July. It uses the core PF2 rules and is fully compatible with them, but a new set of classes, ancestorys and equipment for a science fantasy setting. If I ever run Shadowrun again I’ll probably use Starfinder as the rules.

[–] sbv@sh.itjust.works 4 points 22 hours ago

Neat! Thanks for mentioning that.

[–] Crozekiel@lemmy.zip 12 points 22 hours ago (2 children)

Plus, I don't know any other system that lets me pull my intestines out of my abdomen and use them like a lasso to climb a cliff when I forgot my rope at home.

The biggest "con" to PF2 is that it is decidedly not 5e, and people expecting it to work like 5e will have a bad time. AC generally hangs within 1 or 2 points for the entire party at a specific level, same for enemies. It is rarely a good idea to just walk up to the enemy and face tank them. Moving around is big for survivability. Synergy with other party members can be huge too. Sometimes that thing you can do doesn't sound like a big buff or debuff, but if several party members are doing complementary buffs/debuffs it can turn the tide.

[–] BartyDeCanter@lemmy.sdf.org 14 points 22 hours ago (2 children)

The synergy part is so huge. PF2 is very strongly based around making your party as awesome as possible instead of just making your character individually powerful, which I think trips up a lot of people coming from other systems or video games.

[–] kichae@wanderingadventure.party 7 points 22 hours ago

It definitely trips up people who usually just look at RPGBot to build their characters out from levels 1 - 20 before the first session. That's how I made my build choices, and it was a pretty significant stumbling block for me when I made the switch.

The blue options aren't always the best options, because the best options depend on what everyone else is doing.

[–] Crozekiel@lemmy.zip 3 points 21 hours ago

OMG yes. I was trying to figure out how to say that but couldn't put it into words, but you perfectly put together what I was thinking.

[–] jjjalljs@ttrpg.network 4 points 21 hours ago

Plus, I don’t know any other system that lets me pull my intestines out of my abdomen and use them like a lasso to climb a cliff when I forgot my rope at home.

Nitpick: more narrative systems like Fate let you do this, but then you typically don't get a lot of crunch. Plus it can vary if your group isn't on the same wavelength about what's cool and appropriate for the story.

[–] LibertyLizard@slrpnk.net 6 points 23 hours ago (2 children)

I looked into playing briefly but it seemed more complicated and confusing than 5e which my players can already barely handle.

[–] kata1yst@sh.itjust.works 15 points 23 hours ago (2 children)

I'd argue it's not more complex, just different. Once you play 3 action combat you'll never want to go back.

People get intimidated by the depth of PF2e, but just remember that DnD5e/N is also a fairly complex system where you only reference specific rules when you need to, same as PF2e. The advantage is that PF2e is (in my opinion) more cohesive and better covers edge cases.

[–] kichae@wanderingadventure.party 7 points 23 hours ago (3 children)

The downside of PF2 is if you try to engage with the core of the online community with this "rules for if I want/need them" attitude, someone will come out of the shadows to shank you.

There's a rabid "by the rules, and all the rules" cohort within the community, and they are pretty effective at chasing new players away.

[–] skulblaka@sh.itjust.works 9 points 21 hours ago (1 children)

I'd argue DnD is no different and we only see it less because half the DnD player base is busy home brewing Pathfinder content into 5e

[–] kichae@wanderingadventure.party 3 points 21 hours ago

Fair. I definitely haven't engaged with the 5e community to the same extent I have with the PF2 one. I never became a special interest to me the way Pathfinder has.

[–] kata1yst@sh.itjust.works 10 points 23 hours ago (1 children)

I've always felt the community was extremely kind and welcoming, personally. The publisher even goes out of their way to support and represent LGBTQ+ in their official worldbuilding.

There's always going to be elitists in every hobby of course, they do exist in PF2e as well. But it's not the majority by any stretch.

[–] kichae@wanderingadventure.party 7 points 23 hours ago (1 children)

I don't know. My experience with the community has been a lot of people yelling "You're playing my fantasy XCOM board game wrong. You should probably play a rules-light game," and no one stepping up to challenge them.

[–] kata1yst@sh.itjust.works 5 points 23 hours ago (1 children)

Hmmm, I'm very sorry to hear that, honestly. I'd say the average PF2e player takes it a bit more seriously than the average DnD5e/N player, but not a whole lot.

Perhaps it's the part of the community you engaged with? Obviously every forum/chat server is going to have it's own flavor. The older communities that started with PF1e and still focus there are going to be more elitist in general just because of how PF1e came to be and it's target audience. But PF2e is much more widely targeted.

Discord isn't free, private, or open source, but it does host several great PF2e communities I participate in if you'd like a recommendation. But if you are just sharing your personal experience and aren't looking for a "solution", that's totally valid and I completely respect that.

[–] kichae@wanderingadventure.party 1 points 23 hours ago

Yeah, I'm mostly just... warning people to be prepared. The Paizo forums and the subreddit both house a significant number of people that actively chase people away for treating the game as a general purpose fantasy RPG. And as someone who champions PF2 as a really solid roleplaying game, and not just a tactical combat game, I've been repeatedly and harshly told I'm doing it wrong.

[–] BartyDeCanter@lemmy.sdf.org 6 points 22 hours ago

I haven’t seen a lot of that, but what I have seen comes down to organized play vs home games. The online community has a very strong organized play culture, which requires closely adhering to RAW and fairly strict guidelines for play in order to keep the ability to jump and character into any table of a random session. I’ve found that being clear about if this is a Society game or a home game helps to avoid those misunderstandings.

[–] LibertyLizard@slrpnk.net 5 points 23 hours ago (2 children)

Any play podcast recs? Maybe listening to a few games will give me a better sense than just reading.

[–] kata1yst@sh.itjust.works 8 points 23 hours ago

Hells Rebels on the Find the Path Presents feed. Hands down.

If you like a little more silly/lewd Glass Cannon campaign 2 is a lot of fun.

[–] kichae@wanderingadventure.party 6 points 23 hours ago

Mortals & Portals is very good. They made the decision to use PF2e like 2 weeks before they started recording, and learned the game on the fly. Sometimes they trip over the rules, but they also illustrate how to fail forward in that regard.

They also run it as a Theatre of the Mind game, which a lot of people will try to convince you isn't really feasible. They fease it just fine, so I like it as an example.

Narrative Declaration also has several campaigns on YouTube. Rotgrind and Rotgoons are campaigns set in a gritty homebrew world. They had an aborted Abomination Vaults campaign that started off with the game's beginner box. They're currently running Rusthenge, which is a different beginner's adventure. They also have a series of "teaching Pathfinder 2e to VTubers" campaigns, which... They're good, but they're just the beginner's box over and over again, with different cartoon variety streamers. They use Foundry, and play gridded combat.

[–] BartyDeCanter@lemmy.sdf.org 12 points 22 hours ago (1 children)

I think that the perceived complexity, particularly for people coming from 5e comes down to two issues.

There’s A Rule For That 5E leaves a lot of things to GM fiat, while in Pathfinder there is probably a specific rule. Now, the rule is going to be the same systemic rule that is used everywhere else and probably be the way you’d want to resolve it anyway, but there mere existence of the rule makes it seem like there is a lot of complexity.

Close, But Not Quite Because 5e and PF2 have a lot in common, players with a lot of 5e experience will assume that something works the same way as in 5e when it doesn’t. This can lead to gameplay feeling like walking in a field of rakes. I ran into this with a new player who had listened to a lot of 5e podcasts and picked up some 5e rules that they tried to use, like attacks of opportunity.

FWIW, I’ve been running a game with a group of new players, most of whom have never played an RPG before and they seem to be handling it fairly well. Well, once I talked with the person who listened to all of the 5e podcasts.

[–] kichae@wanderingadventure.party 7 points 22 hours ago

Exactly this.

The game's rules are, mostly, simple, intuitive, consistent, and predictable. In fact, the rules very often seem to follow from the fiction presented at the table! Sometimes, they do it too well, even -- I've seen people complain about Trip being Athletics vs Reflex rather than Acrobatics or Fortitude, but as someone who's taken judo and karate lessons, Athletics vs Reflex is 100% right.

The rules follow the fiction at the table, and that means 9 times out of 10, if you know the fiction being presented, you can just ask for the roll that makes sense to you. No need to look anything up.

The game is also moderately systematized, and functional. That is, a lot of what 5e DMs would just treat as "roll skill against DC" is formalized into an "Action" with a concrete name. These actions act like mathematical or programming functions, in that they can take parameters. So, it's not "Trip", it's "Trip (Athletics)". If your character comes out of left field and does something acrobatic, or even magical, that I think would cause a creature to stumble and fall, then I will leverage "Trip (Acrobatics)" or "Trip (Arcana)", which now makes it an Acrobatics or Arcana roll vs Reflex. This means "Trip (x)" is actually "Roll x vs Reflex. On a success, the target falls prone, on a... etc."

Super flexible, and super intuitive. But formalized, and only presented with the default option, so it looks both complicated and rigid.

I started running the game for 8 year olds, though, and they picked it up very quickly. I do my best to run sessions totally in-fiction, but that honestly gets broken every other turn or so.