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Cethin@lemmy.zip ⁨6⁩ ⁨months⁩ ago

I understand Pathfinder to largely be D&D 3.5. Pathfinder 1E is essentially an improved D&D 3.5 that came to be the last time the licensing for modules became an issue. 2E is it’s own thing, and a large improvement.

One if the best changes for Pathfinder 2E is how actions work. D&D 5e has its a weird system of movement, action, bonus action, and then abilities that can add actions, but you can only cast one spell per turn regardless of if you have actions to use, except in some situations, and you can only use actions for some things sometimes, sometimes only once per turn. It’s just filled with exceptions because that’s not the original design intent but it’s tons of patches to make things function halfway decently.

Pathfinder 2E you have three actions per turn. Those can be used for anything always without exception. Every ability has a cost. For example moving is 1 action and can be done multiple times per turn, which makes things that displace enemies useful as they have to consume actions to get back into melee. Some spells may cost multiple actions, some very large ones can even require channeling multiple actions over several turns. It’s a very simple and intuitive system and you don’t need to remember thousands of exceptions like D&D5e.

Almost everything in Pathfinder 2E works like this. Things may be more complex to start with (which allows for choice), but you don’t need to remember tons of exceptions, so in total it’s simpler.

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