My Experience Running Pathfinder 2e

Spinning out of the OGL fiasco earlier this year, I decided with my table to give Pathfinder 2nd Edition a try when we began our new campaign. It’s been just about 5 months now, and after 14 sessions, I’ve come to the conclusion that the system is a very poor fit for me. Each time we got deeper into the game, as we came to understand more of its rules and functions, I found more and more to dislike about it.

A lot of it comes down entirely to personal preference. What I’ve been upset with in the system might be the selfsame things its foremost fans love. As an example, I think the system sacrifices a lot of things that are mysterious, exciting, or interesting in the name of balance. There’s a well-defined table listing the number of gold pieces and magic items your party should find at each level. Weapon runes are baked directly into the game’s scaling arithmetic, so missing out on one feels way worse than not finding a magic weapon in D&D. The magic items themselves are narrow, incremental bonuses – never providing that oomph that powerful items grant in D&D.

And, again, the DMs and players who like for that to be codified in that way will be glad for it – for me, it felt like it took the magic away. (More on that later.)

So, that’s the topic of today’s post – my experience running Pathfinder 2e. What I liked, what I didn’t, my major gripes with the system, and why I decided to switch back to 5e D&D for my campaign.


Pathfinder’s Strengths

Even despite all the things that I dislike out of preference, I can still appreciate a lot of stuff that Pathfinder does. I really like the way they set-up their dragons as opposed to 5e: after the dragon uses its breath weapon, you roll 1d4 to see how many rounds it needs to recharge, instead of rolling a 33% chance at the start of the dragon’s turns. And, any time they score a critical hit, their breath immediately recharges, which they can theoretically fish for before locking them out of using it that turn. I liked that so much, I decided to rip that out and carry it back to D&D.

Then, any time you roll 10 over the difficulty threshold of an action (be it a saving throw, skill check, or attack roll), your result becomes a critical success. This changed the texture of Armor Class a bit, as the higher value your AC was, the more it mitigated damage by preventing critical blows. (This, additionally, is something I’m adapting a bit for D&D – if someone exceeds a creature’s AC by 5, they get 5 additional points of damage.)

Pathfinder’s 3-Action system also provided a lot of opportunities to think tactically through your turn, potentially sacrificing some things that are baseline parts of your round in 5e. You might not need to move, so you can drop that spare action point into striking out against someone an additional time, or attempting to knock them down, or inflicting one of the game’s numerous conditions onto your foes to the benefit of your allies.

For many players, the modularity Pathfinder offers when building out a player character will feel unrivaled by many contemporary systems on the market. There are (on paper) no empty levels. Each time you rack up 1000 xp, you are getting something new – a class feat, an ancestry feat, a skill feat. There are dozens of options to choose from, and anyone feeling underserved by the options presented by 5e will find so many more feature to add on to their character sheet. However …


Complexity is not Value

These features are not created equal. A very narrow selection of skill feats provide new options in combat, giving them more value than their contemporaries (since, just like D&D, the system is primarily designed for running combat). A few skill feats enable mechanics that many DMs would assume are a baseline ability for a character to have. The long list of class feats for fighters presents options for specific fighting styles, drastically cutting the number of options down once you’ve picked your weapon set-up. So, there’s a long list, but a lot of it is bloat. Bon Mot, Intimidating Glare, Risky Surgery – these are certainly going to be taken by one or more members of your party. They just slot into what the game is designed for better than the other options.

And that delta between options exists in the action economy too. Each character builds out to have a named move in their arsenal that is their optimal choice for throughput which makes other options inherently less valuable to use. Despite the long, long list of actions available, I very rarely saw my players change up their slate of actions. It didn’t help that casters were generally locked out of two actions (minimum) to cast any of their spells, but even the Fighter and Swashbuckler often had the same rotation of abilities – like they were hitting their buttons to perform DPS in a dungeon on Warcraft.

And it isn’t that D&D doesn’t suffer from players doing the same thing turn-to-turn. However, it is so much simpler to get to that same problem in D&D than Pathfinder with a greatly reduced load on me to keep track of a handful of conditions and the way that they interact with a creature’s AC, save DCs, to-hit bonus, and damage rolls. Even with my players staying on top of keeping track of those conditions to help me.

And the list of conditions is so long and vast, accounting for a lot of minute differences that don’t necessarily need to be accounted for. I found this blog post that really dug into this, and rather than regurgitating a lot of their points I’ll just share the link.

And I think it’s a misfire from Paizo to have built this way, unless their intent is to capitalize on a more niche market of disaffected 5e players. Pathfinder’s 1st edition outsold 4th edition D&D for a simple reason – it was the simpler alternative on the market. For all of D&D brand-name recognition and staying power, a new kid on the block showed up and captured the community’s attention by just being D&D 3.5 with a few patch notes to streamline the game.


A System of Disengagement

This, however, was the biggest problem for me. And, like many of the issues I’ve brought up already, there are going to be many, many people who are glad for the system to function this way. For me, it very much did not work.

Running Pathfinder, I often felt like the game would have preferred a machine over a human person behind the DM screen. It’s tighter in design, and it’s gone to great lengths to try and provide an answer for every question, a rule for every experience. There’s not a hole that needs an off-the-cuff ruling – just crack open that book (or visit Nethys) and find the answer, despite how much that slows the game down. And that’s the better option, because trying an off-the-cuff ruling can be overly punitive (such as when I imposed the Sickened condition on my barbarian player for biting a mimic and failing to roll well on an improvised Fortitude save to overcome an adhesive goop filling their mouth and throat).

And I hit a DM-side problem with the 3-Action system – the monsters rarely had a unique or cool ability to use. We fought a handful of Xulgath early into the campaign, and outside of the Fortitude save to overcome their stink, they just strode and struck until the party defeated them. Even the Bilebearer didn’t have some cool full-round move to splash nasty gunk on everyone around it (and I improvised one on the spot because it felt boring for it to just keep doing the same thing). For all the talk from Pathfinder’s community about tactical combat, it seems there’s rarely anything the monsters have at their disposal to actually make you consider how to engage them – they just have a high damage output because of the game’s scaling damage die and critical hit rules. In time, maybe I’d have learned to have the same comfort I do for building monsters in D&D, but I felt like it was much easier to do in 5e than in Pathfinder, even from the start.

And, last, the system felt like taking a step backward.


Regression

It’s clear in a lot of ways that Pathfinder is a child of the old branch of D&D. Pathfinder’s 2nd Edition is Paizo’s evolution of 3.5 into 4e, and it held onto a lot more from that system than 5e did. Things like Vancian casting – prepping each spell into each individual spell slot, needing to relearn them at higher levels to cast them in those more potent slots. It does a lot to differentiate the feel of different casters, certainly. For me, it absolutely filtered them out between the casters I’d play (spontaneous) and those I wouldn’t (Vancian).

It also stings to be unable to split up your movement. If you burn one of your three actions to stride, why do you need to lose whatever left over movement you had so you can attack? If you walk fifteen feet to get to an enemy on its own, then use your following two actions to defeat them, you don’t get the last ten feet of your movement that you already spent an action to buy – it’s just gone. Is there value in that?

After I played 5th Edition D&D, I never once thought I’d want to go back to 3.5 one day. I loved the elegance of advantage and disadvantage to handle the floating numbers. I appreciated the new formula for spell attack rolls rather than needing to track a creature’s Touch AC. Playing Pathfinder felt like opting in to several regressive mechanics to complicate the game in a way I did not enjoy. One I don’t think I’ll revisit in the future.


So, that’s my account of my time playing Pathfinder. The system has a lot of fans – and I personally appreciate a lot of things about Paizo – that all their rules are available for free on the Internet is a huge benefit to the game’s accessibility, one that D&D could seriously learn from (were it not for Hasbro’s greed). If you or a DM you know would love to feel like the game has all the answers, then Pathfinder would be a great fit for them, urge them to give it a try. For me, it felt constraining and limiting; it revealed to me how much I enjoyed fiddling with D&D to customize monsters and items and really curate the experience for my players, which was something I didn’t feel like I could do in Pathfinder.

There’s often a lot said for the ways these two games function similarly. They’re in the same genre, after all – they’re both dungeon crawlers at heart that take a group of characters from near-nobodies into basically superheroes. The way they achieve that fantasy, however, doesn’t feel like it could be more different.

As always, thank you for reading. Good luck out there heroes.

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