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Pathfinder 2e vs DnD 5e

Which are top 5 CRPG you prefer:

  • Baldur's Gate

    Votes: 7 10.1%
  • Baldur's Gate 2

    Votes: 17 24.6%
  • Baldur's Gate 3

    Votes: 54 78.3%
  • Pathfinder: Kingmaker

    Votes: 8 11.6%
  • Pathfinder: Wrath of the Righteous

    Votes: 18 26.1%
  • Pillars of Eternity

    Votes: 10 14.5%
  • Pillars of Eternity 2

    Votes: 15 21.7%
  • Planescape Torment

    Votes: 19 27.5%
  • Arcanum: Of Steamworks and Magick Obscura

    Votes: 9 13.0%
  • Wastelands 3

    Votes: 13 18.8%
  • Fallout

    Votes: 6 8.7%
  • Fallout 2

    Votes: 13 18.8%
  • Tyranny

    Votes: 5 7.2%
  • Disco Elysium

    Votes: 24 34.8%
  • Torment: Tides of Numenera

    Votes: 0 0.0%
  • Shadowrun: Hong Kong

    Votes: 2 2.9%
  • Shadowrun: Dragonfall

    Votes: 5 7.2%
  • Shadowrun: Returns

    Votes: 0 0.0%
  • Divinity: Original Sin

    Votes: 7 10.1%
  • Divinity: Original Sin 2

    Votes: 32 46.4%
  • Underrail

    Votes: 1 1.4%
  • Neverwinter Nights

    Votes: 7 10.1%
  • Neverwinter Nights 2

    Votes: 8 11.6%
  • Icewind Dale

    Votes: 7 10.1%
  • Icewind Dale 2

    Votes: 3 4.3%

  • Total voters
    69

Zheph

Member
I am a deadfire enjoyer too especially with how OP magic is in that game but I don't think its as good as some of the big hits on that list IMO
 

Fluo

Member
I'd love to see Pathfinder 2e game, loved Owlcat implementation of 1e.

BG3 is fun so far (30 hours in) and mostly true to 5e ruleset. Some changes are very welcome, like stat bonuses not tied to race choice, weapon switch not wasting an action/bonus action, having stacking inspiration count.
But my god, being a melee rogue in this game is a full time job. The whole melee stealthing ritual is ridiculous. Just streamline sneak attack in melee and give an option to trigger sneak attack with offhand attacks. The way it's set up, the game forces rogues to go ranged. At the same time barbs and fighters just jump around and deal ridiculous damage without all the busy work.
 

ResurrectedContrarian

Suffers with mild autism
Maybe it matters if you are playing and then re-playing a printed campaign, but if your games are homebrew, players won't know the difference between a planned or chance encounter.
I completely disagree with that -- there's a night and day difference between a DM-written plot that unfolds according to a plan, versus a world where the DM simply puts into places factions, forces, and elements and then lets the dice drive where the story goes at each step.

I would highly recommend "A Quick Primer for Old School Gaming " by Matt Finch. The philosophy is completely different.
Another great place to start (and free, short to read) is Principia Apocrypha, which to me is the mission statement for the old-school gaming revival.

A couple relevant excerpts (advice to the DM):
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The main idea is that the DM is simply not an author who sits down to create a campaign story with pre-set beats and set-pieces. Instead, they create a world with specific factions and situations, and then let the dice determine how that develops forward into a final story and how the big conflicts arise.
 
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