Michael J Sayre Profile picture
Jun 3 17 tweets 4 min read Read on X
1/ I've had enough people reach out and tell me that this is their preferred venue for design information that, at least for the time being, I'm going to continue posting here. So for today's #Pathfinder2e design ramblings...
2/ I'm going to talk a bit about concepting classes and how we currently do that on my Rules & Lore team here at Paizo.

To start, here's a little hiring anecdote- there are two questions I regularly ask when interviewing candidates for designer positions.
3/ The first goes something like "Here's a pitch for a character concept we want to put in the game. Tell me a bit about how you would bring this concept to life using the PF2 rule system." This shows me a bit about how the candidate works with a mandated project.
4/ The second is pretty open-ended but sometimes leads to a lot of follow-up depending on the answer. It's "If you had the opportunity to make any class for the game, what class would you make and how would it work?" I learn a lot about the interviewee based on this question.
5/ Now, for me, I'm hoping to see someone answer me with a really exciting idea. A story I haven't heard before that you can't tell with the rules we currently have available. What I'm less excited to hear is a list of existing mechanics assembled in a predictable fashion.
6/ For example, "A Wisdom-based wave caster with magus weapon proficiencies" isn't going to excite or encourage me. Anyone can come up with that idea because it's not a new idea, it's just a flavor of an old idea, and not a particularly inspired one.
7/ A new and exciting idea might be something like "The class is the serendipity, and they're a luck-based character who uses occult power to make sure things always go their way. They could maybe use spells, but I think it would be even cooler if they worked like a-
8/ kineticist and instead had unique actions that inherently interacted with fortune and misfortune in cool ways, like causing enemies to become unbalanced and have misfortune on all their Acrobatics checks to get their footing."

That description still talks about the-
9/ mechanics of the idea in a way that lets me know the person is familiar with our system, but it puts the story first, sets the stage for the character, and only once you know what the character is does it start to build a mechanical framework around them.
10/ Personally, I greatly prefer this kind of design process. We only get one book with new classes in it in a given year (typically) and only one or two new classes for each such book (usually). An edition cycle is usually about 10 years long (plus or minus), so-
11/ On average I've got 20 chances per decade to do something truly new and exciting that will convince people to play our game over somebody else's. I don't want to spend those opportunities making classes that could easily be an archetype or a feat chain, I want to spend them-
12/ on cool ideas that people aren't getting elsewhere in the market. So when people come to me with those kinds of ideas, that's what gets me excited about working with them.

That's far from the only thing that makes a good designer, of course, and not everyone on my team-
13/ thinks the same way I do; in fact, another thing I look for when hiring new designers is people whose ideas and cultural touchpoints are different than those of the folks already on my team! You want as large and diverse a group of talented people as you can assemble-
14/ to get the best ideas. But the one thing I'm always looking for is those exciting stories. At the end of the day, a TTRPG is a game that you tell stories with, and each element should enhance and broaden the stories you're able to tell. I think one of the big strengths of-
15/ PF2 over other systems is that the breadth and depth of possible characters opens up a lot more potential for interesting stories, even within groups where players are repeating the same class multiple times. The more stories a concept can tell, the more pages it's-
16/ going to earn for itself in a book, and a class has to be able to tell *a lot* of stories to justify 16ish pages. Something that only tells a different flavor of an existing story is going to struggle to justify more than one or two pages in a given book.
17/ So that's the thing we ask with every new class: "What's the story that's not being told and what's the best way to tell it?" If it doesn't have a story and is a collection of mechanical tweaks, it's not a class. But when the story is real good, it's going to claim a spot.

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More from @MichaelJSayre1

Apr 23
1) #Pathfinder2e design musings-
Having a stat system that uses 6 ability scores (Strength, Dexterity, Constitution, Charisma, Intelligence, Wisdom) or some close approximation thereof has been a staple of d20 TTRPGs for a long time. I think, in part, because it just works.
2) They give you reasonable variation without becoming so granular that you're making choices that are hard for a casual player to grok. Even within these 6 choices, though, there's places the lines blur a bit. Accuracy being something that STR or DEX can adjudicate, for example.
3) They're also not symmetrical in how they impact a character; some people don't like that, but I do think that there is an argument to be made that the asymmetry is actually a good thing, lending texture and depth to the game. I'll elaborate on that a bit.
Read 11 tweets
Mar 13
1- In the course of working on #WarofImmortals for #Pathfinder2e, I killed one of my favorite deities. They were relatively obscure and not particularly important to the broader canon of the game (though more important in some of my hombrews) and I never got to do all the things
2- I wanted to do with them, but this was obviously the time and the place for them to go out in a literal blaze of glory. I think that one of the more important things about being a writer and creator of a living game world is that you *have* to be willing to kill your babies.
3- Anything that is so important that it can never be at risk or even actually lost is often something that has lost its true value as a plot device or setting element. That's something of a philosophy underpinning War of Immortals and really the setting Golarion in general.
Read 12 tweets
Sep 11, 2023
1/ #Pathfinder2E design rambling: "perfect knowledge, effective preparation, and available design space"

Following up my thread from the other week, I've seen a lot of people talking about issues with assuming "perfect knowledge" or 'Schroedinger's wizard", with the idea that-
2/ the current iteration of PF2 is balanced around the assumption that every wizard will have exactly the right spell for exactly the right situation. They won't, and the game doesn't expect them to. The game "knows" that the wizard has a finite number of slots and cantrips.
3/ And it knows that adventures can and should be unpredictable, because that's where a lot of the fun can come from. What it does assume, though, is that the wizard will have a variety of options available. That they'll memorize cantrips and spells to target most of the basic-
Read 18 tweets
Sep 8, 2023
1/ An interesting anecdote from PF1 that has some bearing on how #Pathfinder2E came to be what it is:

Once upon a time, PF1 introduced a class called the arcanist. The arcanist was regarded by many to be a very strong class. The thing is, it actually wasn't.
2/ For a player with even a modicum of system mastery, the arcanist was strictly worse than either of the classes who informed its design, the wizard and the sorcerer. The sorcerer had significantly more spells to throw around, and the wizard had both a faster spell progression-
3/ and more versatility in its ability to prepare for a wide array of encounters. Both classes were strictly better than the arcanist *if you knew PF1 well enough to play them to their potential*.

What the arcanist had going for it was that it was extremely forgiving.
Read 29 tweets
Feb 18, 2023
1/ #Pathfinder2e Design Musings- Balance and texture often get conflated but are two very different things. Balance speaks to a system's sustainability and quality; how well and how long can people play this game before they start running into systemic issues that affect (cont.)
2/ their experience, particularly as it relates to their interactions with the GM or other players. Strong math and a consistent and reliable framework can achieve balance and function in a variety of different environments. Sometimes you'll get the complaint that balance (cont.)
3) homogenizes the gaming experience. But a homogenous experience is actually speaking to the texture of the game. A game that everyone plays and Interacts with in exactly the same way can be balanced and also homogenous (sometimes interpreted as "boring"), but those are (cont.)
Read 8 tweets

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