Dan Hutton Profile picture
Jun 29 19 tweets 4 min read
I'm usually very positive about #pathfinder2e, but I've decided in fairness to my followers and people who see me annoyingly pop up on #TTRPG Twitter, I'm going to talk about some things I DON'T like about 2e. 🧵
Some stipulations:

1. I won't pick obvious common complaints, like the big three 'undertuned' classes (alchemist, warpriest, and witch), or crafting rules being boring, because we all know those. Also crafting is getting new rules in an upcoming supliment, which brings me to...
2. I won't pick anything that could just be fixed by adding more content (such as 'I wish x had more feats') or variant rules. I'm talking about intrinsic design issues that could only be fixed by errata, deep mechanics changes, or obvious patch content.
Okay, with that said...
1. Champion causes are too stingy. Alignment lock is archaic and restrictive. Indeed, champion as a whole is just too pigeon-holed into the tank playstyle that it's very inflexible in customisability. I still love it, but it could definitely be more freeform in its customisation.
Fixability: possible. A class archetype could trade its armor proficiency for some offensive bonuses instead, and future tenets could be more versatile in their alignment options and ability focuses, but it won't fix the existing causes without errata.
2. Damage spells trail off WAY too much. They're really only viable if you have them heightened to your highest or second highest spell level. Meanwhile, utility stays fairly consistent no matter what level you're at, with some gaining value as they become more readily available.
(haha wow okay my thread got cut off midway, let's see if I can get the rest)
Fixability: Not likely. This would require some very significant overhauls to the maths behind magic damage and how spell preparation works. It's probably too involved to fix with just rebalancing and errata. This is probably going to have to wait for a new edition.
3. By proxy of that, spell attack rolls not dealing half damage on a failure makes them SERIOUSLY unfun and risky. It would not be a problem except for the fact they don't get martial equivalent attack modifiers and have no way to increase them.
This is likely a vestigial remnant of touch AC still being in the playtest, but they didn't do anything to compensate after removing it.

Fixability: Not only would it require errata-ing every single attack roll spell, but Paizo seems to have no problem with the current design.
I just let my players do half damage on a failure. It brings it in line with other damage spells.
4. DC scaling on items is frustratingly obtuse and unintuitive, particularly magical and alchemical items, and items like gadgets and snares. Feats that make them scale with class DC like Powerful Snares feel more like feat taxes that eat feat slots than fun options.
Fixability: Well Paizo made Powerful Alchemy baseline, so they know it's a problem. But for things like magic items there's too much baggage to account for. It'll probably get a bandaid fix at best.
5. In a similar vein, shapeshifting is as obtuse as ever. It's more balanced than other d20 systems, but it's still got issues with being overly complicated mechanically and unintuitive to understand the balance of, and some forced redundancy for certain form chains.
Fixability: a dedicated shapeshifting class would be a great fit if people want to exclusively focus on shapeshifting as a flavour, but I don't think that'll help with existing spells and how it affects class options like wild order druids.
6. The undead archetypes in Book of the Dead were fairly underwhelming and I would have much preferred them be versatile heritages instead. I get making them archetypes could give them more in the power budget, but the feats that we're given were pretty bad anyway.
Fixability: Well that ship has sailed, so I doubt we'll see any changes. I'm just going to let my players pick the dedications up at creation to side-chain their builds, and not let them conflict with other archetypes or FA rules. And this is assuming I allow Undead PCs.
Anyway those are a few things off the top of my head, but in the end they're fairly minor complaints that are certainly not deal breakers. The system is still mostly fantastic, it's just to re-emphasise that even the things we love most aren't perfect or above critique.

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More from @djrhutton

Jul 1
This is one of the main reasons I stopped GMing #dnd 5e and switched to #pathfinder2e, one of my major beefs with the culture around the game, and why I'm so vocal in my criticism of it:

5e is a very difficult game to GM and many players don't understand why. LONG 🧵 Image
If you want to run the game with any mechanical integrity, you spend half the time compensating for rules that just aren't there, and the other half wrestling with the rules that ARE because they're poorly tuned, such as CR and class balance.
The common advice is to just fudge the numbers without players noticing, but having since played games where I DON'T have to fudge them to make an encounter work the way I intend, this feels like apologia for bad design.
Read 21 tweets
Jun 1
This is the most tacit admission I've seen from an RPG designer of how elitist gatekeeping and grognardism was killing their game.

And I think it's good it was said. 🧵

#dnd #pathfinder2e #TTRPGs
Years ago I made a Reddit post about how I hated the Ivory Tower Design of older systems like 3.5/1e because it was just kind of smug and gatekeeper-y, and it attracted douchebags who's narrative fantasies were inherently tied to the mechanical superiority those games offered.
I got a swathe of people responding saying that was their experience too, and that a big reason they prefer modern games is because it doesn't attract as many assholes. They don't need to gatekeep those games because they inherently deter elitist showboaters.
Read 22 tweets
May 31
It's always interesting to see a lot of the discourse around #dnd dismiss so much stock in the idea that official releases and design decisions are arbitrary to the system itself. It's such a hollow understanding of how consumers, zeitgeists, and game design in general work. 🧵
For context, whenever there's a release for 5e that rubs people the wrong way, there's always a vocal minority of people who seem to pipe up and tell others they don't *need* to use official content, they can just choose to not use it or use non-official/homebrew content.
It always seems to be the 3rd party/homebrew/'just fix it yourself' crowd that seems to be the main perpetrators behind this; people who see 5e less as the exclusive property of WotC and more as an open source engine to mod however they want.
Read 19 tweets
Apr 26
One of the biggest hurdles I notice a lot of #dnd players seem to struggle with about #pathfinder2e is the concept of an actually accurate encounter building system and I think we need to talk about this because this seems like the biggest cope-cross-Stockholm Syndrome in RPGs🧵
Probably the biggest reason I switched from running 5e to 2e is because of encounter building. The encounter budget and CL (creature level) system in 2e WORKS. Every counter is as easy or difficult as I intend it to be, and creatures are as threatening as I want them narratively
Almost every single 5e DM I speak to says their number one problem is the CR system makes no sense and ends with difficult monsters being trivially easy, and encounters they expect to be cakewalks leading to character deaths if not full-blown TPKs.
Read 38 tweets
Feb 16
As a huge #pathfinder2e advocate, I'm super glad to see it getting attention, even if it is mostly to spite WotC. While it's trending, I want to throw my own 2c on for people who are considering trying it, starting with one statement:

The game isn't going to be for everyone
2e is a game with set design goals in mind. It aims to make combat tactical. Rules and minutia are an important element of its design. Some will find that overwhelming. Even those who don't and play as close to RAW as possible may find it restrictive and suffocating.
The game is heavily power capped. You can't stack huge damage or use save or suck spells to expedite encounters, and there's lots of caveats to prevent cheese. Players who's enjoyment comes from powergaming and emergent gameplay won't find it catering to them at all.
Read 31 tweets

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