HoloDust said:
PF2e is such a well written system, and so friendly for GMs. Unfortunately, I was knees deep into DnD 5e when it launched, so I never really got the chance to run any campaign in it. DnD 5e is very weak mechanically (especially advantage/disadvantage, which Shadow of the Demon Lord does much better with boons and banes), yes it is simple and sort of friendly to beginners (which pretty much all of my players were), but unfortunately, it is way too simple and limiting and very DM unfriendly. We were thinking of moving to PF2e at one point, or more likely Hackmaster 5e (IMO, the best DnD offshoot that fixes DnD's nonsensical "Did I hit your Armor Class?" naval inspired combat, that is unfortunately still around, even in PF2e), but eventually decided to move away altogether from class/level based systems, so we're currently running on a mashup of Runequest/BRP, Pendragon and dice pool system from Forbidden Lands (Year Zero Engine). |
One of the things I love about PF2 is the mechanics in place for things like chases. I use these quite often, there's even a handy deck of cards for the more improvised ones. And, as a GM, the XP budget system is brilliant for building balanced encounters. I was skeptical at first, especially about the 3-action economy system; but this turned out to be the best part about the whole system for us. It adds such layers to combat and encounters, and flows so well with the easy, but solid, +/- mechanics of skill checks, attacks etc. Getting accustomed to it from PF1 and D&D 3.5 was no trouble at all.
Your new gig sounds great, we used to play Vampire: The Masquerade (I had a campaign in Victorian Age London for about a year), it focused heavily on narration and roleplay and less so on mechanics and combat. TTRPGs are by far the best that ever happened to my life, as far as hobbies go, been at it since 1993!







