• Gutless2615@ttrpg.network
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    1 year ago

    PF2S is bloated with unnecessary rules. If that’s your thing, and I totally get the appeal of having a “wait let’s just see what nethys says abou — Oh apparently there are mechanics for this drug” moment; personally I find it really gets in the way of the session. Rule and move on with the story. Keep the mechanics to what they need. We’re ultimately dealing with a pretty simple underlying system: d20 roll high. All the subterfuge and wordy mechanics don’t really change that at the end of the day you need to roll a d20 and generally do better than a 12 or so to do what you want.

    • -☆-@lemmy.blahaj.zone
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      1 year ago

      I feel like pf2e has just enough rules to empower the players to the level I like

      The more DM fiat a game has, the more trust I need from my players for things to go smoothly.

      That’s not a bad thing, necessarily, but for me structure is usually good as long as it doesn’t raise the skill floor too high.

      Once I’ve got trust built and feel a bit more experimental, I like Dungeon World or even Universalis

      • elementalguy2@lemmy.sdf.org
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        1 year ago

        Same I find it easy to gm and the players have enough of a grip of the system to be able to do something out of left field and I can find a way to make it work with the system so that play is smooth but consistent.

    • Fushuan [he/him]@lemm.ee
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      1 year ago

      We’re ultimately dealing with a pretty simple underlying system: d20 roll high

      I highly disagree with this sentiment. You do you, but this is not the general feeling of TTRPG players.