Okay but as long as we are complaining about shit we see on RPG forums
“I wish I could do
$thing
in DnD”“
$otherSystem
has a very cool subsystem for$thing
”“Omg how dare you”
Had this conversation enough times to make it a pet peeve of mine
Anyway the only thing about 5e that does suck is Wizards of the Coast. Otherwise it’s fine. It’s just fine. You can have fun with it.
I’m more of a Pathfinder 2e guy tho.
(And pf2 is basically a more advanced take on what 5e was doing so…)
Anyway the only thing about 5e that does suck is Wizards of the Coast.
The race/class system, the leveling mechanics, the Vancian Magic mechanics, and the general need to get into conflicts in order to progress the story / advance your characters has been a thorn in the side of the entire d20 universe from day one.
5e stripped out a lot of the math (which is good for bringing in new players but bad because actually having lots of gritty math in a game can be part of the fun of designing and playing) and smoothed the edges off 3.5e. But 4e also did this arguably too aggressively, giving us a game that was so bland and so generic that people flocked to alternatives for a good five years.
WotC is a mixed bag of old school TTRPG nerds and corporate suits that have somehow managed to keep the game cheap and fun while heavily investing in promotion. As enshittification goes, it could have been a lot worse. They’re a meaningful improvement over TSR, which is a low fucking bar. Lots to dislike, but nothing I can point to that I wouldn’t find in another system easily enough.
I’m more of a Pathfinder 2e guy tho.
IMHO, the math on PF2e is bad. They stripped out a lot of the more interesting abilities and features of 1e to make the game simpler. But, as a result, writing encounters is a balancing act between “trivially easy” and “functionally impossible”. Like, why even use the d20 if you’re going to build a game this way? Just make it an entirely points-based resource management game, with High Fantasy color.
I’d rather run up against the Big Red Dragon and have my DM say “You swing with all your might, but the beast barely notices” than to get handed a d20 while the DM laughs up his sleeve.
I would say that the main thing that “sucks” about DnD is that DnD has often been portrayed as appealing to the kind of nerdy rules-lawyers that like to argue “hey, the rules say (x) so I can do (ridiculous thing)” and end up in a big argument with their DM about what the rules do and do not say. A lot of my groups have been like this, and it’s okay for a game to cater towards that specific playstyle.
I’m not trying to make a value judgement whether this is a good or a bad way to play a game. It’s also just one of many ways to play the game. You can (and given the stuff I talk about below, perhaps you should!) play it differently, but regardless it is quite a common table-style that the various holders of the DnD IP have encouraged throughout its history.
What is a problem is that this kind of playstyle can often be quite acrimonious, especially when combined with adversarial DM styles, and arguments can get rather heated and angry. I’ve heard many a tale of a group that split up over a rules argument that left everyone at the table too angry and frustrated to stick together as a group.
DnD 4e made huge strides to mitigating these problems by having a whole lot of very tightly defined keywords and language which could almost always be resolved into a solid, consistent, official ruling. You had to do a lot of work to learn exactly how the language was being used, but it was possible to get a table of six rules lawyers to sit down and develop a shared understanding of what the rules meant - and know there was a right answer to any specific question.
DnD 5e has taken huge strides to re-introducing the uncertainty in the system, by very loosely defining how things work, or not providing official answers at all, preferring to go with a “the DM will make a ruling” approach. This can be a nightmare for groups that like to have a defined, correct, answer to things.
Now of course, many alternate systems take this stance as a given “The rules are a set of loose guidelines, the GM will run the game and just make up a lot of the rules on the spot.” - and this has a lot of advantages. It makes it easier to write systems because you don’t have to be completely rigorous, and it leaves the GM with the freedom to run the game they want, and it encourages players to not get hung up on the details - all healthy…
But DnD is in the unique position of already having proven with 4e that it can nail down a rigorous set of principles and a style guide that leaves ambiguity behind, courting a whole section of RPG players who desire that, and then retreating from that position with a new, fuzzier, system document.
Why is this a “problem” for DnD specifically? Well… I find it’s extremely common on internet forums like this one for a person to say “I was in a game and (x) happened” and then immediately three different arguments spawn, running in separate directions, all founded on the premise that the poster is playing the game wrong or doesn’t understand the rules. It’s exhausting.
DnD has often been portrayed as appealing to the kind of nerdy rules-lawyers that like to argue
Not a totally unfair critique, but also not unique to D&D.
I’d say the bigger issue tends to be around certain players feeling creative or desperate and trying to lean into the plot/setting with less respect for the rules. So, for instance, “If I can’t move the big rock with a Strength check alone, can I get some ropes and set up a pulley system?” <throws a bunch of math at the table> “See? This should give me a 3x multiplier to my Strength, so I should be able to move it easily?” And the DM just looks at that, shakes his head, and replies “All that’ll do is give you Advantage (and if you move the rock you’ll derail my plot)”.
But more broadly, I’d say the problem with D&D is that it’s inevitably the same Medieval High Fantasy setting in one way or another. The format of the game is geared towards the classic Journey to Mordor, with challenges and story beats and pacing to match. It doesn’t play well with modern settings, because modern and futuristic technology tends to trivialize magic (especially under the Vancian system). It doesn’t play well with the Horror genre, because the game rewards “winning” rather than “survival”. It doesn’t play well with PC antagonists/betrayers as the class system puts you at a huge disadvantage when you’re not working as a team, so heel-turns and dramatic reveals can leave players with a sour taste in their mouths in a way a game more explicitly geared towards Finding The Traitor does not.
But DnD is in the unique position of already having proven with 4e that it can nail down a rigorous set of principles and a style guide that leaves ambiguity behind, courting a whole section of RPG players who desire that, and then retreating from that position with a new, fuzzier, system document.
As I understood it, 4e was an attempt to bridge the gap between the strategic tabletop genre and the D&D style of play. It was a kind-of Return To Chainmail, with this whole vision of the game really going back to these very grandious geographical set-pieces and large army combats, with the heroes playing as champions of great armies rather than rag-tag murder hobos. Very much inspired by Warhammer and Warcraft.
5e was more of a back-to-basics dungeon crawling game, keeping the streamlining of 4e but reintroducing a lot of the customization and flavor of 3e/2e/1e.
But they were still ultimately board games in practice. Positioning your models to flank or ambush or avoid a fireball remained a pivotal part of the game. Hell, the very act of flinging a fireball or swinging a sword to resolve a conflict was a fundamental cornerstone of the game.
Compare that to a game of Vampire or Call of Cthulhu, where a lot of the story is about investigating a conspiracy and surviving when you are surrounded by people who want to kill (and very likely eat) you, who you cannot trivially club to death in response. That’s the real bridge that you have to get people over. This idea that you’re not going into the spooky old house to simply loot it and bludgeon to death everything you find inside. The idea that you’re not playing in a world where Good Guys and Bad Guys are these equal-but-opposite forces clashing together along a territorial border. The idea that magic isn’t natural and meddling with these kinds of arcane forces comes at a terrible price.
Nevermind how the character sheets are all topsy turvy and new players - especially players coming from D&D - simply do not know how to build/play a character that isn’t geared to punch every problem directly in the face.
Why is this a “problem” for DnD specifically?
It’s a problem with any game that abstracts away reality in favor of dice and event tables, but still expects the players to Theater of the Mind their way through the abstractions.
This is all fine. I’m not arguing that this is a problem for ONLY DnD… It’s just that was the subject at hand, and it’s a problem with DnD.
I’d say the bigger issue tends to be around certain players feeling creative or desperate and trying to lean into the plot/setting with less respect for the rules.
This is an interesting point, but I would not say that the problem is with “certain players.”
DnD is heavily marketed and promoted as THE ttrpg. The default. The one for everyone. WotC talk about the game as being designed for an extremely broad pool of players, of many different styles. Players who want a more narrative experience, with less of a focus on rules are also a the target market for the system. If WotC say the game is for them, and the game doesn’t handle what they want from it, then the problem is either with the game design, or with the game’s promotion, marketing and reputation.
It’s interesting that my post was largely about how DnD 5e fails to cater towards people who want a strict set of rules for simulations, and your argument is about how DnD fails to cater towards people who want a loose set of rules that can be bent. I’m a firm believer that when you try to please everyone, you please nobody, and this is DnD’s biggest weakness as a system: If you have a strongly cohesive group of players who want a specific style, DnD will do an okay job at it, but there will always be a better system out there. It’s the ready meal you put in the microwave because it’s easy, not the specific gourmet restaurant that does that one dish you love perfectly.
DnD’s not really trying to cater towards any specific niche though - the design wants to appeal to the widest audience possible. By trying to cater to every style, it means you can pull together a group of players with a range of preferences, and put them in the same game. That’s a big part of why it’s got so much ubiquity after all. The logistics of setting up a group to play are rough for a lot of people, and just being able to put a game together is easier when your system promises fun to a wider range of players.
Those are all just
Like
Your opinion
Man
(Whereas wotc being a terrible company that mistreats its players is straight up fact)
5e needs a better way to balance encounters than Challenge Rating. It also has important rules for players in the DM book. Both of which are problems you can work around.
Yeah, it’s basically fine. It got a lot of new people interested in RPGs (and Critical Role certainly helped, too). If they’re all now looking for other systems to play, that’s fine, too.
Did you just, use bash variable syntax in a normal sentence?
I’m partial to Fate.
It’s very open. You don’t have to worry about looking up the right class or feats. You just describe what you want to play, and if the group thinks it’s cool and a good fit for the story, you’re basically done.
Now, the downside is this requires a lot more creativity up front. A blank page can be intimidating.
I like that players have more control over the outcome. You can usually get what you want, even if you roll poorly, but it’s more of a question of what you’re willing to pay for it.
Every roll will be one of
- succeed with style
- succeed
- a lesser version of what you want
- succeed at a minor cost
- succeed at a major cost
- (if you roll badly and don’t want to pay any costs) fail, don’t get what you want
It’s a lot more narrative power than some games give you. I don’t like being completely submissive to the DM, so I enjoy even as a player being able to pitch “ok I’m trying to hack open this terminal… how about as a minor cost I set off an alarm?” or “I’m trying to steal his keys and flubbed the roll… How about as a major cost I create a distraction, get the keys, but drop my backpack by accident. Now I’m disarmed, have no tools, and they can probably trace me with that stuff later. But I got the keys!”.
It’s more collaborative, like a writer’s room, so if someone proposes a dud solution the group can work on it.
The math probability also feels nice. You tend to roll your average, so there’s less swinginess like you’ll get in systems rolling one die.
I don’t hate 5e, in fact I’d join in as a player very happily, but I wouldn’t run it. 5e is geared towards a very specific kind of campaign that I’m not very interested in running.
I’m more of a social campaign with big action sequences kind of DM and Savage Worlds does that perfectly. It is:
- Classless
- 3 actions per turn, going over 1 heightens the chance you’ll fail on all actions. Players tend to spend less time thinking.
- Step die instead of d20, easy math.
- Extremely easy to make homebrew for.
- Generic, which means it can do any genre (I’ve done dark fantasy western and high fantasy medieval, next up I’ll do dark fantasy cyberpunk hopefully).
I tried to turn 5e into something that fit a cyberpunk setting for about 3 months, before just buying SWADE and being able to run every genre I could imagine from the go.
People are very bad at explaining what they like about things, because usually they like things in contrast to things they don’t like. And people who do identify what they like positively often just get told that their input isn’t welcome, either.
The problem isn’t whether someone is focusing on negative aspects of what you’re playing or the positive aspects of what they are, it’s that discussions about minority systems are often just puked up onto people who weren’t asking. The conversation is often:
“Hey, how can I do [thing] in [game I’m playing]?”
“[Game you’re playing] sucks at [thing]/isn’t designed for [thing]. You should play [something else].”
“But I like [game I’m playing], and don’t want to convert to a whole new system.”
This means not only is the asker’s question being totally ignored, but they’re being hit with – sometimes even bombarded by – value judgements they weren’t interested in.
This is called the X/Y problem. You ask “how do I use X to do Y”, and the answer is you don’t. You don’t even want to. You want to do Y, and just assumed that X is how you’d do it. So the answer might actually be “don’t use X.”
To some people, they see your question as “How can I do [thing] in [game that does not do thing]?” Since they see it as an inherently flawed question, they try to fix your root issue and explain how to do [thing]. It’s not the answer you wanted, but it might be the one you need.
I will admit, some people just like to shit on [game you’re playing], and will take every opportunity to hype up [game they’re playing]. But just as often, I see people defending [game they’re playing] just because they’re already playing it. And there is no harm in playing multiple games.
I have a game on my shelf built for pure fight scenes that can’t do downtime (Panic at the Dojo), and a game built for wholesome slice-of-life that doesn’t let you do combat (Golden Sky Stories). They simply cannot do what the other does, and I wouldn’t like either of them as much if they did.
The thing is, this applies much less firmly to an imagination game where you can easily bolt on a sub-system to do that one thing you wanted to do differently than, say, if someone wants to beat in a screw with a hammer.
And yes, maybe there are people who want to gut their whole game and rebuild it from scratch for some reason, just because they really love sailing on their ship of Thesus, and would be better served by trying a new system. But if they don’t want to do that, someone trying to redirect the conversation in that direction are going to be viewed as hostile and smug, not helpful.
I have seen people try to add systems to D&D to let them play Dragon Age within the system. I have then turned my head to the left and looked at the Dragon Age RPG on my shelf. If you want to play Dragon Age as a TTRPG, I’ll tell you the easiest way to do that. No gutting, no retrofitting, no ship of Theseus…
If you see that as hostile, that’s on you.
It’s not on them, though. They didn’t ask if there was a Dragon Age RPG, they asked if they could play Dragon Age in D&D.
Those are different questions.
And here’s the thing. You can’t really tell them “no”, because they know it’s an imagination game where the rules are whatever the table decides upon. They’re not asking if, they are asking how.
Like, there are ways to reditect people, but just ignoring their question to jump straight to their underlying problem when they don’t acknowledge that solution doesn’t open them up to listening. It shuts them down, it makes them defensive, and it ultimatelt makes them hostile to your suggestions.
That’s not “on them”, because that’s a “you’re kind of shit at communicating” problem.
See, that’s the point of the XY problem. They asked the wrong question.
Playing Dragon Age in D&D simply would not work. Even after a significant amount of effort, you’d either end up with something entirely unlike Dragon Age or something that barely resembles D&D. So I have to tell them “no” or I’m lying. And if someone stops listening and considers me hostile because I’m not willing to lie to them, then it’s absolutely on them.
They didn’t ask the wrong question, though. You’re seeing a solution they do not want and do not care about then blaming them for not listening to the unsolicited advice.
The problem isn’t on their end.
No, they definitely asked the wrong question. If they ask “how can I do [thing]”, it assumes it’s possible to do [thing]. But if they can’t do [thing], the question is invalid, and there is no correct answer.
Honestly, the way you put it, it’s like they don’t actually want to fix the problem. They just want their solution to be right. Anyone who doesn’t tell them what they want to hear is the REAL problem, even if what they want to hear is a lie.
Do you want me to lie?
I personally prefer Warhammer Fantasy (either 2e or 4e), I think it contrasts to DnD like Dark Souls to Diablo. Armor is damage reduction instead of damage avoidance, everyone has access to a number of combat maneuvers, magic is limited and dangerous, every combat is dangerous and healing is limited.
I played that a few times. I love the early game lethality and gritty realism. I’ve heard Mörk Borg (sp?) is carrying that torch nowadays, have been meaning to try it.
I read Mörk Borg, it looks interesting. Want to play it too
My current DM despises 5e
I think it’s because 3.5 offers such a ludicrous bag of dickfuckery for the GM to employ at their leisure it’s literally like hanging out with someone who insists on cleaning their guns with company over.
I just want to play cyberpunk red again.
let me tell you about daggerheart!
having combed through a good portion of ttrpgs that have come out over the last 20 years, and having played a version of d&d since the 90s, i’ve found a system that does a lot of what i’ve been after in a system and i’m hoping that it’s popularity continues to grow.
things i like:
- new player friendly (either new to ttrpgs or new to this system particularly)
- heroic curve for player actions (2d12 > 1d20)
- narrative driven, but still tied to mechanics (in combat action doesn’t grind to a halt, which allows for a flow that i more appreciate.)
- degrees of success and failure (allowing for more gradient resolution to checks, which then allows for more opportunity for tension)
- hope & fear as mechanics (hope being used by players to boost what they do and fear being used by the gm to facilitate opposition. i like that there’s a tangible correlation between failure and the walls closing in.)
- the structure of monster and environment stat blocks (these work really well for me and it makes it easy to frame something with the mechanics with little effort).
- the emphasis on collaborative storytelling. (this is something i think either a lot of ttrpgs just don’t do, do a bad job at getting across, or gms/dms don’t take into account. i like being a fan of my players. i do not like the ‘me vs them’ mentality of running a game. this is the player’s story, i’m just furnishing it with extra layers and adding complications when things don’t go their way.)
if you like a heroic, narrative-driven fantasy system that makes combat less of a wargame, but doesn’t pull it’s punches, then i think this one is a good shout. i feel like it has enough rules to give players direction and enforce narrative choices, but removes some of the things i feel make other systems feel tedious or unrealistic.
other systems that i’ve eyed but haven’t had a chance to play yet:
- delta green (high on my list. horror/conspiracy setting that put regular folks up against lovecraftian horrors. not to solve or understand it, but to end it. it’s like call of cthulhu but you hate your job and you want to go home.)
- lancer (epic mecha building fantasy. make a big beautiful bot from a ridiculously large number of options over time and fight. super duper crunchy)
- the wildsea (post apocalyptic fantasy of sailing on the treetops of an overgrown world and dealing with what’s left behind after nature takes back the planet)
- mothership (aliens the ttrpg. shit goes down on spaceships. you will probably die in a spectacular way. it will be fun.)
most of these recommendations have come from quinns quest on youtube (https://www.youtube.com/@Quinns_Quest) and having followed quinns from board gaming to video gaming to ttrpgs, I feel like he does a great job of highlighting a lot of overlooked gems in this space. if not just to check out the possibilities that are afforded to you when you step outside the box of what has become popular, but to experience games that people put a lot of love into and it definitely shows in their work.
as a last point, i think it’s okay to be critical of things, even things that we enjoy. often times the things we like the most are the things we’re most critical of. i personally have watched d&d grow from ad&d to where it is now, and still play it. mostly because it’s popular and the people i play games with know it well. they’re the same people i’ve been making great strides with in terms of introducing new systems and showcasing all the neat stuff people have made. i’m not a fan of d&d anymore. mostly because i’ve grown tired of it, but also because of all the baggage that it has (wotc and hasbro being the biggest two). but i am a fan of tabletop gaming and getting together with friends to have fun. i think that’s the primary goal, so whatever you use to facilitate that is fine. just don’t close the door on criticism because you don’t want to hear anything negative about what makes you happy. open the door to new things.
lancer (epic mecha building fantasy. make a big beautiful bot from a ridiculously large number of options over time and fight. super duper crunchy)
Lancet is so much fun. It’s really about building super op mechs and the GM doing the excavation same thing to you.
The lore is amazing. NPHs, blink space, Ra, Horous, and more.
mothership (aliens the ttrpg. shit goes down on spaceships. you will probably die in a spectacular way. it will be fun.)
We had a total party kill within hour and half. So much fun. The GM was telling us the party before fucked up so bad, the planet had to get nuked.
The lack of initiative/spotlighting system in daggerheart is also chef’s kiss
I just started DMing an Ironsworn campaign for my wife. I like that it’s fiction-forward rather than mechanics-forward, and being able to run a campaign built around having only 1 player makes scheduling so simple, reliable, and just an all around good experience.
And a great developer, with an active and very friendly community.
Ironsworn was my first exposure to a fiction-first game! I didn’t really gel with the setting, but still really like the mechanics. Ended up backing Starforged (and later Sundered Isles), that seems like a much better fit for me!
Ours as well! It’s taking some getting used to, but we’re having a blast! I’ve been considering running my own solo campaign with star forged, hopefully I can get that started soon
Yes! Thank you!
One Roll Engine is my obsessive small-time RPG system. I’ve always loved systems where you get to roll a heap of d10s, but more importantly it has a highly expressive and generalizable core mechanic that allows everyone to roll at once without taking turns, and attacks resolve in a dynamic fashion so that initiative order, damage, hit location, and contested rolls all happen in one roll. It’s great for gritty, fast-paced, lethal combats where you can give players a lot of freedom to get creative and stay engaged. It has great rules for easily killed mooks as well, so you can quite easily have huge numbers of enemies and allies all in one battle, and it takes far less time to resolve each turn - and a far greater proportion of that time is people talking about what they’re going to do. Reign uses ORE, and that includes rules for running companies (gangs, businesses, armies, entire countries even). I’ve used ORE variants to run occult horror, mecha, low-magic fantasy, slice of life, robot sci-fi, and more over the years. It’s a great system and I can teach 85% of what you need to play in just a few minutes.
Nope. You play what you want. I, however, will not play any game from a company that demonstrably dislikes its customers. So far, wizards of the Coast and games workshop are on my list. In the electronic space, EA, Microsoft, and Sony.
No D20 games is the rule I have lived by for decades now.
Oh! Dread is fantastic at the thing it is good at, which is horror one-shot sessions. The rules are incredibly lightweight, which makes it nice for people who have never played and RPG before or people who just want to jump into a story. By using a real, physical Jenga tower as the mechanic everyone can see the tension building up as the story goes on and the crash always provides a good jump scare. Then there is a tension break as the tower is rebuilt but goes up again as the initial pulls for missing party members happen. I also love the 20 questions style character creation, which lets people put as much or as little work into it as they want, doesn’t get bogged down in mechanics which break immersion, and lets the GM really surprise them with difficult dilemmas.
Dungeon crawl classic, start with 3-5 level 0 chars each and hope the best rolled character survives the initial onslaught. Using magic is dangerous, a miscast spell could leave you disfigured or worse. Thick boy rule book.
You can easily convert them to 5e
It’s also fun that critical success and critical fail has the player (or enemy) rolling for a random result from a table.
It was also pretty funny when one of my players cast color spray from the back line, but they cast it to well, so it actually did damage and almost killed a player
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
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.
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.
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.
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.
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.
I looked into playing briefly but it seemed more complicated and confusing than 5e which my players can already barely handle.
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.
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.
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
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.
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.
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.
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.
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.
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.
Any play podcast recs? Maybe listening to a few games will give me a better sense than just reading.
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.
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.
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.
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.
- 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.
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…
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.
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.
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.
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.
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.
Neat! Thanks for mentioning that.
For me it’s the 3 actions per turn. So much nicer to still have a turn even after I rolled an attacked and missed.
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.
Because to some people, liking a thing that they do not like is the equivalent of slapping them in the face.
The thing is that if you don’t like it, you can modify it. If it’s better, the people you play with will be cool too.
I never understood people who hate on the RAW. Like, it’s an open concept. Make it your own. Any changes can be done at the first session, and if you have an adjustment that’s better, everyone will agree and it will catch on.