Thursday, October 8, 2020

The Path Continues...

Pathfinder 2e: Part Two
In this post I continue to sing my praises of Pathfinder Second Edition and to describe various reasons why this is my current choice among the so-called "modern" FRP games. 
As I mentioned previously, there are a number of mechanical system features of the Pf 2e FRP game that appeal to me. Feats featured heavily in the original Pathfinder, which is a game based on the 3.5 open game license, but were somewhat problematic for me in that system. Feats in 2e are tied to ancestry, or class, and are therefore somewhat more limited to what makes "sense" in a character's build - at least to me. It also helps that there are currently a lot fewer of them and the effect of combinations of Feats is more predictable (and balanced). 
The way Pf 2e handles multiclass characters is another way that 2e appeals to me. In General I am more comfortable with single class characters as I see the class as a defining feature of the role the character will take. Mixing classes confuses that role and I ask why not just play a classless system like GURPS or BRP? Multiclassing in 2e involves Archetypes which when taken open certain Feats and Traits of a class to a character of another class, thereby allowing some multiclass customization while preserving the identity focus of a single defining class. 
Adventuring at the table in Pathfinder Second Edition (Pf 2e) is categorized as taking place under either Exploration, Encounter or Downtime and there are mechanical differences in the game according to which mode of play is currently being accessed. The three are somewhat self explanatory, but the distinction is useful. Exploration involves traveling about while not chasing/being chased or fighting. Exploration may involve a trek through the wilderness, a visit to the city market, or traversing the uninhabited passages of an ancient tomb. Exploration often involves some skill checks and much information can be discovered and revealed during Exploration. 
When opposition is encountered, the game shifts to Encounter mode. Combat is often the key game system that defines an encounter, but bartering, questioning, negotiating or other non-violent means may be employed during Encounter mode. Rolling for Initiative to begin combat has become an iconic feature of d20 games in recent decades and Pathfinder 2e retains the initiative roll as a concept, but provides a new twist. An Initiative roll in Pf 2e defaults to being based upon the Perception skill as a character is often using their "perception" to help determine their course of action in combat. Initiative can also use other skills, however. For example, Stealth may be used as a bonus for the Initiative roll if the character is sneaking up on a group of unsuspecting creatures. 
Shields get some well deserved and unique attention in Pf 2e. Historically the shield was a significant part of defense for many warriors. (A simple bonus to AC has always seemed too simplistic to me.) In Pf 2e a character equipped with a shield may spend one of their 3 actions to "raise their shield" thus preparing it for defensive use. A raised shield increases Armor Class and also allows the character access to special shield reactions such as blocking an attack. Shields in Pf 2e can take and reduce damage and can be themselves damaged or destroyed when blocking a particularly heavy blow. There is definitely advantages to having a shield in Pf 2e.
Many magic spells in Pf 2e may be cast using more than one "action". By using additional casting actions the player can adjust how the spell manifests. Depending on how many actions are devoted to the casting there may be additional spell effects. Adding actions beyond the base requirement (which can be two or even three actions) are thematically characterized in the game as adding additional components to the spell casting. Somatic or material components narratively account for the extra time spent casting some magic. For example, the Pf 2e divine healing spell can be cast as a touch spell, a ranged spell or an area of effect "burst" depending upon how many actions are used in its casting. The classic magic user spell magic missile can be cast using one action for one missile, two for two, or three actions for three magic missiles. 
Making decisions is at the heart of all role-playing games and Pf 2e is all about players making meaningful decisions during both chargen and game play. Combat in Pf 2e involves each player making lots of decisions each round, many of them having a tactical effect. With 3 actions at their disposal, some of those actions can be used in combination to achieve enhanced results. Cooperating players can form individual tactics based on their own character options, and can also combine their tactics with those of others in the group to form a "squad" level coordination of group tactics. (Yes, Pf 2e combat can start to feel like a wargame!)
Conditions are yet another way that Pf 2e adds "realism" to the feel of its gameplay. Many of the 42 Conditions listed in Pf 2e are brought about during Encounters by the effects of spell casting or through combat outcomes. Creatures in Pf 2e can often cause various Conditions when they execute their abilities or attacks. For many monsters having such abilities, the Conditions they inflict are as important as any physical damage they deal. In fact, I would say that for some of the more interesting monsters in the Pf 2e Bestiary (a 360 page book sold separately), their real "power" is their ability to cause certain hindering or debilitating Conditions. 
Conditions in Pf 2e often have levels, such as Sickened 1, Sickened 2, etc. The number indicates the effect or severity (often a numerical penalty to rolls) and how long the Condition lasts. Managing and reducing a condition's severity adds to the tactical challenge of encountering creatures that impose them and makes encountering many old and familiar creatures seem unexpectedly new again. 
Downtime in Pf 2e is a way for the GM to speed up the passage of time allowing for extended healing, research, training/retraining (you can switch out Feats or Skills!) and crafting to occur. Crafting mechanics in the Core Rules is something I have not encountered before in any other game and is one of the aspects of Pf 2e that sets it above many other systems. Player Characters who have the Crafting skill may engage in crafting during Downtime to earn money or to add items to their inventory. With the correct formula and materials, crafting can be used to create a Talisman, which is a small expendable magic item that is affixed to another item (armor, sword, etc.) and that can be activated to give a single use "magical" effect. Very nice! (Expendable magic is unfortunately an under utilized option in many campaigns using other systems.) 
The Proficiency bonus is added to a character skill such as Crafting and also in combat. In Pf 2e there are levels of Proficiency. The levels are labeled untrained (granting no bonus), trained, expert, master, and legendary - which each grant the character a bonus of +2, 4, 6, or 8 respectively (plus the character's level). A character may have an Expert level Proficiency with their weapon (granting +4 bonus), but only be Trained (+2) in Stealth. When combined with the rules for Critical Hits (scoring 10 or more above one's target number) a character can achieve some rather dramatic results when their "adds" start to accumulate. Combat against weaker foes in Pf 2e can seem like a "supers" game with our heroes wading through minions dealing destruction - yet encounters with stronger foes can quickly turn "deadly" for those same characters as they themselves become the victims of damage-dealing critical hits. Choose your Pf 2e battles wisely!
In my next post I will wrap up my thoughts on Pathfinder Second Edition.

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