Mummelmann said:
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. |
Yeah, I've read through most of the PF2e Core rulebook and was really impressed at how well written and defined is PF2e, with a lot of GM tools at disposal - compared to DnD 5e it is on completely another level. As someone who passionately hates bonus action in 5e, I found 3 action economy of PF2e really great way to solve long-running DnD action economy problem (though I still think BRP's increasing strike ranks or Hackmaster's progressing 1 second clock are my favourite solutions to combat time and all that happens inside of it).
I never got the chance to play VtM (apart from VtM - Bloodlines on PC, which is still one of my favourite computer RPGs), but I'm somewhat familiar with the system (really like how attributes fit into 3x3 matrix). A friend of mine back in uni used to talk about it, but we never managed to get a group to try it out.
I've started playing back in 80s with AD&D, but then I had a long 2 decade hiatus from 90s to 10s in which only RPGs were of video game nature - fairly usual problem of Pen&Paper RPGs has always been getting the group together on a regular schedule. One of the reasons I've decided for my next campaign to run an equivalent of STTNG in fantasy setting - whoever is there that week, gets into action.







