Laidback DM: Pathfinder 2e Review

I bought copies of the Pathfinder 2nd edition Core Rulebook and Bestiary the other week, and after a solid read (they are over 600 and 200 pages respectively) here are my thoughts on the game.

Laidback DM- stevestillstanding.com
Pathfinder 2e is pretty awesome. But veeeeeeeeery time consuming.

Pros:

  • Great layout and design – tabs and index make it easier to find stuff. The PDF is also fully indexed (and where are your official PDFs, WOTC?! And don’t say D&D Beyond, because I object to paying again for content I already own).
  • Superior character options and customisation – you can customise characters very deeply. Ancestry and backgrounds give specific skills and feats. Character creation is straightforward and easy to follow. HPs are standardised, ability boosts add or subtract from a standard ’10 for everything’ array. The Alchemist class is cool!
  • Consistent advancement for every level. Hero points awarded allowing players to re-roll a bad roll or save themselves from death.
  • Alignment is closely tied to some classes – when doing stuff considered anathema to their alignments, Champions and Clerics must atone.
  • Action Economy – everyone has three actions, every activity has an action cost. You can choose to use the actions any way you want, which makes for more tactically focussed combat (movement counts as a standard action, so you can choose to move three times if you want). Much better way of managing actions.
  • D20 rolls incorporate Critical Successes (10 or more above the DC) and Critical Failures (10 or more below the DC) which can modify the outcome based on the check performed. Not as intensive as the spell success and failure tables in the DCC RPG, but a nice touch.
  • Well laid out spells – take up less space and are less vague and open to interpretation. Spells can be heightened, and this is consistently applied (unlike higher-level casting in D&D 5e).
  • Specific spell schools and domains mean less spell lists (but roughly the same amount of spells) as D&D 5e. Rituals are done by groups and make much more sense.
  • Specific Crafting rules – The crafting system is second to none. Rules for general, alchemical and magic items. Specific formulas and costs. No more guess work like in D&D 5e.
  • Levels instead of CR – you can now tell the level a monster or magic item is at a glance, and they’re not as misleading as D&D 5e CRs can be.
  • A detailed story world (Golarion) is fundamentally part of the ruleset. The roles of the gods and their alignments work in directly with Cleric and Champion classes.
  • Very much focused on grid-based combat, for those who prefer this approach to RPGs.
  • Well designed monsters that are just different enough from D&D 5e to keep things interesting.

Cons:

  • So much to read, so little time. The size and cost of the Core rule book may be a disincentive to new players.
  • Lots of ongoing record keeping needed during combat just for the condition effects alone, compared to D&D 5e.
  • Sometimes a rule that has been written to simplify is layered with additional rules to make it more complex, potentially defeating the initial purpose (e.g. Bulk replaces item weights for encumbrance).
  • Less core ancestries than D&D, with only the Goblin standing out as any different.
  • Don’t like Golarion? You’re going to be home brewing some things to fit the new system (e.g. as gods are closely matched to alignments and roles you will need to develop your own pantheon).
  • Don’t like playing on a grid? You can play ‘theatre of the mind’ but be aware it might get a bit tricky (see next point).
  • Big numbers involved in ability, skill checks and combat, especially at higher levels. If you’re not decent at maths you may balk at some of the numbers (e.g. one high level monster has an AC of 42). There is a high reliance on multiple bonuses (see the next point).
  • No Advantage/Disadvantage, one of the best new rules of D&D 5e. (Okay, so there is fortune and misfortune, which is the same thing, but it’s not used to the extent it is in 5e. In fact it’s a sidebar, more an afterthought).
  • Way too many conditions to remember. Luckily you can buy condition cards, if you want.
  • Even with that really well-designed character sheet, you may run out of room attempting to record all the information for feats and the like.

Summary:

  • Pathfinder 2e is a great game for tactical players who love deep character customisation.
  • The rules have been simplified overall, but retain enough crunch to either excite of annoy, depending on your preference.
  • Numbers get really big, really fast.
  • Combat is more tactical but will take longer to run and involve more record keeping.
  • Lots to read and remember – detail and specificity are the middle names of this game. If you are a less is more person, this may not be the RPG for you.

I haven’t had the chance to run a game yet, but I can imagine my maths-deficient players getting their calculators out. Some of the systems are better designed than D&D 5e, while others just make things far more laborious. There is a level of specificity in the rules that eliminates a lot of uncertainty common in other RPGs. I imagine Pathfinder 2e games will take longer to run then D&D 5e. I like it, though!

Good on you, Paizo—a great update that finally sets Pathfinder apart from D&D, and in many good ways.

Game on!

Steve 😊

PS I’m not bagging D&D 5e – I love the game and play it every week. Heck, it’s how I make my living. Given Pathfinder 2e’s roots, though, it was easiest to compare.

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