Timer systems like arrow counting, rations and encumbrance are good for game flow. Removing them tends to diminish the level of emotional investment and roleplaying in the game.
Timer systems like arrow counting, rations and encumbrance are good for game flow. Removing them tends to diminish the level of emotional investment and roleplaying in the game.
It’s a jab at players for being overly attached to the system. Basically that pf2 players are wearing rose colored glasses.
Understanding the market is not understanding the medium. Why is everyone putting words in my mouth. I am not advocating for some crazy free form improv without rolls or some other ruleless non-sense.
I’m saying that 5e and PF2 are not well-defined systems. You can have a different opinion, of course you will. And specifically that GMs burn out in these systems because they are not fun for GMs longterm.
Why is everyone here so bad at reading? I specifically am calling out PF2 for being designed as if it was a video game. I am saying Paizo doesn’t understand the medium of RPGs, because they don’t.
It really is crazy how hard new players defend 5e and pf2 when so many other games make GMing actually fun and easy.
Well they could stop gamifying RP and exploration so players actually get into character instead of just rolling dice. But that’s a pretty fundamental shift, so they won’t do it.
Nope, I know both. They both suck because of the required over optimization. But pf1 at least didn’t have characters constantly at full hp, which is one of the biggest balance issues.
PF2 is certainly easier to run. But tell me when it becomes a RPG, it’s basically a video game system ported to tabletop. Everything is about the builds, not the characters.
PF2e is a joke. It requires reading the whole rules and planning out a character for multiple levels before making your first character. It gatekeeps the hobby worse than FATAL.
Yeah, PF1 and 3.5e are bloated as hell. But you didn’t need to read all the feats for all the races before picking human fighter. Plus the people still playing those never used everything that was published.
Gamemastering rpgs. 20 years of experience and a good cross section of games played. Spent the last five years really trying to improve too.
What you described is barely a timer system, reset on combat end doesn’t really ever matter to a game. I’m addressing longer time frame resource drain benefiting the game by creating risk and promoting choice. There isn’t really a point if arrows aren’t lost and broken.