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Pathfinder 2e vs. D&D 5e

Ismaul

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But the thing here is that when you try to climb with DC 15 and roll a 14, it doesn't necessarily mean you fall. Let me quote you the rules:

If the total equals or exceeds the DC, the ability check is a success--the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.
I thought you were going to highlight the other part of the quote: makes progress combined with a setback determined by the GM.

If the roll fails, either there should be an interesting consequence, or there shouldn't have been a roll. You don't roll if there aren't multiple possible outcomes. A failed roll can be a pure consequence that still moves the story forward (an obstacle or setback that creates new challenges, or a fork in the story because a door has closed but other paths are open, or just a miss/HP taken in combat), or a success / partial success with a consequence/setback if failure doesn't make sense.

Lagi your GM definitely sucks. Especially for determining outcomes beforehand. I'd never come back to his table unless he was willing to learn and change.
 

DavidBVal

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But the thing here is that when you try to climb with DC 15 and roll a 14, it doesn't necessarily mean you fall. Let me quote you the rules:

If the total equals or exceeds the DC, the ability check is a success--the creature overcomes the challenge at hand. Otherwise, it's a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the GM.
I thought you were going to highlight the other part of the quote: makes progress combined with a setback determined by the GM.


Yeah, both possibilities work. One thing I tend to do is, design challenges that eventually will make a future encounter harder or easier to the players. If they manage to sneak during a dungeon assault, or if they are smart enough to disable certain traps, or if they obtain information or kill enemies, probably certain future battle will be easier. This works especially well if your battles are often deadly, players are very focused on trying to get every possible advantage.
 

Simple Simon

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I've played a lot of 1st edition and have both played and GM'ed 2nd edition from levels 1-4. In many ways the game feels the same but mixed with Starfinder in the sense that many abilities have cooldowns. Having to rest to get focus spells back, no more wand spamming, limiting healing ability. The move action economy is what everyone talks about but it hasn't changed that much from a gameplay perspective except nobody does knowledge checks on enemies anymore. Biggest change I've seen is the balance of the classes: by far the most optimal class combination for any adventure is fighter-cleric-wizard-rogue, basically in that order. All of the other classes are weaker versions of those 4.
 

deuxhero

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As early as the playtest it was clear Starfinder (and the non-class parts of PF Unchained) were all just prototypes for PF2E.
 

deuxhero

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Indeed, even though he's built in the most utterly incompetent way possible, the iconic fighter still has a strength score of 16.
 

Bohrain

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I was reading through PF 2e edition rules and liked the action economy stuff on paper. Multiattacking doesn't seem automatically the obvious thing to do in every scenario and making the enemy waste action to movement to prevent 3 action specials and such seem like a big upgrade compared to 5th edition. But did I understand this correctly that both weapon and armor proficiency scale linearly through level, giving +1 to attack rolls and AC respectively? Why on earth is that kind of number bloat in there?
 

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