D&D Players Try Pathfinder 2e! Beginner Box Adventure Review

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greetings my name is Monty Martin and I'm Kelly McLaughlin and we are the dungeon dudes Welcome to our Channel where we cover everything about tabletop RPGs including advice for players and guides for Dungeon Masters we upload new videos on Tuesdays and Thursdays so please subscribe to our Channel like this video and ring that Bell so that you never miss an episode a few weeks ago Kelly and I cracked open the Pathfinder beginner box to check out the second edition of this awesome tabletop role-playing game and despite battling with the scheduling monster for a few weeks uh we play a lot of games and getting another game onto our schedule was a bit of a challenge we have finally been able to play through the beginner box adventure and try out Pathfinder second edition for ourselves and so today we're going to talk about how the adventure went what some of our experiences were what we liked or didn't like about Pathfinder in comparison to most of the other RPGs we play and what the big differences were from DND to Pathfinder there was a lot to love and there were some things that were a little more complicated than we were expecting but all in all it was a really fun experience so let's dig in and talk about it so we're not going to go over what's actually in this beginner box you can check out our previous review video if you're interested in that right up over here so we all got together sat down around this very table we ordered some sushi and we played Pathfinder for about four hours yeah I think we we got to we got together at like 5 30 and we were all uh heading out the door around 9 30. uh it was a lovely and fun evening and I'm just gonna say it for for my part I had a wonderful time as far as my experience went I it's hard for me to look at this game and say if it was good or bad because I was with such a great group of people that I just love playing RPGs with and so it was fun regardless we had a blast there were so many Shenanigans and really at the end of the day when I think of like my experiences getting into DND and now my experience is getting into Pathfinder there's a lot of parallels yeah and it does make me worry about our own bias because I realized that like we didn't play with Joe and Joe but we still played with people in our friend group that we played who've all had experience playing RPGs before and I think for us and we always just have a magical time and I I feel like we enjoy almost any system that we play and so that's kind of the the bias of this is is that we had a we had a great time yeah and regardless of any of the constructive things that we might have to say throughout the rest of this this video we had fun and that's the most important thing we're going to be constructive for the sake of being constructive because there are differences and there are things that we had to learn on the Fly and all of that but at the end of the day I think that we're just huge fans of ttrpgs and once you get the feel of a system I can really adapt my love for ttrpgs into so many different ways and with the group that we were playing with the funny characters that we were bringing to life which we brought these characters to life in very unique ways yes I'd say and we we just got ourselves into so much trouble Kyle missed his like first like five attacks and we were all making fun of him because he's the fighter and everybody else was getting kills in but he couldn't hit anything like there was just so many silly and great moments that we just had such a blast experiencing and playing through but at the end of the day whatever system you're playing if you're with a group of friends and you're having fun then I mean it's a great system so the beginner box Adventure encourages players and the game master to learn the rules by playing the adventure so when we sat down to play we followed those instructions I distributed everyone their character sheets so Kelly was playing Cairo the cleric and I gave everybody the player reference cards that are also in the box there was a leftover one for me how did you find using these this is probably my favorite part of the Pathfinder system second edition these cards were so smooth to have in front of me at the table and using the three action economy you have three actions little circles on the card and you have these tokens that I would place down when I was using those actions what I loved about this system is the fact that as the cleric which is what I was playing certain spells would require two or three actions certain other things would require one action and one of my greatest moments was when I used the heel spell with all three actions we were surrounded by Undead and probably one of the highlights and this speaks to this card here was being able to look down and be like well I don't have to move the three actions are right there in front of me it's the start of my turn I have all these tokens being able to just slap all three of them down and use a certain ability using all of my actions that help the party and with detrimental to my foes and not only that but on this card that was probably my highlight move but on the card also every time I looked at it it had other moves I could do draw a prone interact leap seek stand step stride strike and just little instructions for how the game actually works having this in front of me was just super Health helpful to constantly be aware of what I could or could not do how many actions it would take keeping track of my actions and my reaction combined with the character sheet that had additional actions and reactions that I could do I just found that whole system really really smooth and really great I also use the reference card myself there's not enough tokens for the GM to have the action tokens for their monsters but it was pretty okay most of the monsters that are in the adventure are really really simple and so I really only needed to know that my monsters are going to stride and they're going to strike and this was also one of the things about the rules that I was worried about but ended up being a complete non-issue in play I was really worried about how difficult is it going to be for me as a DM to track how many actions my monsters have used when I'm running multiple photos at the same time but the fact about her was was that I could just start moving and attacking and attacking and for most of the monsters in the adventure like the rats and the skeletons and the kobolds that was all they were going to do they were gonna just move attack and attack and the cool thing about Pathfinder that I really like and I think all of us really enjoyed which again was a surprise I like that you could just attack more than once and even though you had to take a penalty on your subsequent attacks when Kyle missed with one of his attacks and was like ah I'm just gonna do it again and then hit that was really satisfying and it was kind of like everybody had like an action surge sort of ability from my experience and I've heard Pathfinder veterans say that oh no you don't actually want you want to do so much else with your actions on your turn you don't want to be just making all those attacks of that mind that massive penalty I don't understand why that's the case it seemed to me like that was just if you had nothing else to do with your action just attack more times I I will say like if you had nothing else to do but also if you're the fighter it makes more sense for me as the cleric there were times where taking a minus five penalty to my second attack was not worth it but that is still an option if I have nothing else to do because you had the choice are you gonna take the minus five or you're going to raise your Shield yeah and that was another action one this was one of the things though that I did think needed to be on these cards um or on the character sheets because it wasn't until we started diving into the Hero book and realizing that basically every skill in Pathfinder from acrobatics to Athletics to stealth to deception has actions associated with it and not only is it of actions associated with it those use your skill in combat in a cool way and I was kind of disappointed that the character sheets and that didn't place an emphasis on this for example one of the things that you can do with the deception skill as an action in combat is faint and that can be used to gain to make your enemy flat-footed against your next attack and I didn't understand why that wasn't like right there on the Rogue character sheet as a thing that you could be doing to to turn your sneak attack on now what I'll say is that this is an awesome feature of the game but while we were working through the initial campaign the in the starter set we missed this and so I think that we missed a lot of opportunities to use our actions for other things that weren't readily available to us yeah going through this a lot more like there's things like demoralizing your enemies or things like tumbling through your enemies I know that they're here and there can always be the argument read the book but I think for a beginner box I think that our players would have done better if those had been somewhere on the character sheets so that it would have been very apparent that there were things that you could do with your action alongside attacking to create interesting combos now we could have read the whole books but also the books tell you to kind of just jump in and get started yes so that's I think where where the challenge is is that had we read the full books we may have been more aware of this and so I do wish that there had been like even if on the character sheet it said more actions are available on this page in the player's guide I would have been directed there to see what else I could do I just think that for the Rogan the fighter in particular because they didn't have spells I feel that the rogue's character sheet should have had the faint on there and I think that the Fighter's character sheet should have had the demoralize and probably the push or shove just right on there just because those were things that you could do instead of making a second attack that were really useful and impactful on your turn this is um this is a silly grievance that I have but just gonna throw it out there one thing that I wish playing the cleric I wish that I had had any form of an attack can't trip I didn't yeah I had my sword which was okay but the only times that I ended up using the sword I mostly missed and it wasn't really working out for me I wish that I had had like something that would have been like a holy bolt or or something of that sort speaking of being the cleric all your combat healing was really good yes and the out of and this was another thing that was also buried in the book The treat wounds for the trained medicine action which is a basically healing over 10 minutes it was a substantial amount of healing and it could be every character can benefit from treat wounds once per hour and as the party uh cleric there were a couple times that we had 10 minutes to kill we had finished a combat encounter somebody was almost dead and I would just spend 10 minutes patching up their wounds because I was trained in medicine I think I had a plus seven yeah and so I was able to pull it off and heal everybody really well and it actually made me feel more like a cleric I wasn't even blowing spell slots I just knew how to help people out and I felt like a great support character by doing that yeah and ultimate definitely this this is kind of the way I I feel about it these character sheets had a lot of great information I loved that things were hot like I could tell Kirsten hey your bonus is the number in the red box and that was awesome for for that on the back of the these Pages this about the character their backstory beautiful artwork beautiful things but this page could have been more actions to do yeah and I feel like that would have been a massive improvement over this because straight up none of us role played these characters the way they were like I mean we got some ideas but like it really diverged pretty quickly from what was just presented on on these so I I do think that that would have just been a slight Improvement that really for for us as new people that weren't that were following what the the books told us to just dive in the takeaway though is I love that Pathfinder has all these things and the Great and the complaint that the beginner box didn't present them as front and center is a small gripe about this product specifically that basically it was a huge strength of the system it was an awesome thing about Pathfinder and I I just thought you know roll out the red carpet for all these things because if they were awesome once we figured it out that that was there we loved it yeah the gripe is really that we just wish that we had known more until about halfway through the campaign yeah where we were like oh we can do all of these things but but even I wondered if like the adventure kind of had a combat breakdown in the first section and I could tell by the way the adventure was structured that it was trying to gradually introduce the mechanics and I sort of felt that the one of the things that the adventure could have done for that new player experience was as a GM if it had been like had a little tip being like for this encounter tell your players try shoving the enemy try demoralizing them see what happens I thought the spellcasting mechanics were pretty interesting and I actually still haven't decided if I like them more or less than when I'm playing d d we didn't have spell slots we had certain spells that I can cast once per day and then a list of options that I can cast as many times as I wanted to bury the spell slots thing in the sheets didn't it there it wasn't so much spell slots as it just was like here are things that you can do once except for heel which I could do three times right um and that to me was a negative but again the three action economy let me Empower certain spells to be more powerful by using actions and that was a positive for me so I end up in this sort of Middle Ground where it's part of me was like oh I don't like this as much and then another part of me was like oh I like these aspects more do you think that's because these were just first level characters though so that was my other thing is I am coming off of playing a 14th level sorcerer yeah and jumping into playing a first level cleric so yeah I felt a little stunted in my capabilities magically but I imagine that would change once I'm not first level anymore yes and and so I guess this gripe isn't so much like there really wasn't a gripe at the end of the day what it came out as is it's a different way of doing spell casting and there are some cool options in there I loved the way the heel spell worked I really do like that you can expend more actions when you're casting the spell to get more also like for not having a damaging cat trip I still when those Undead popped up and I looked out of my character sheet and I was like guys this is my moment and I knew because we had like three wounded party members yeah and I was like the heel spell if I cast it with all three actions in a 30-foot radius heals my allies and hurts Undead and we were surrounded by skeletons and I was like this is my moment and it was it was my moment in the campaign and so that just felt great you also roasted all the rats in the first encounter I did use my burning hands right off the bat to just decimate a bunch of rats so I did feel pretty cool I had my clutch moments yeah how did using perception to rule initiative feel to you um honestly that makes sense to me it's perception is your awareness of the things happening yeah that made sense I liked it so perception as initiative I mean this one I can't really say positive or negative I could see why it felt more appropriate but really you're using one skill or another skill they could have said role Constitution and it's still like okay sure but it makes sense the degrees of success thing came up a few times as well Kyle really liked this because there were several enemies that we thought where Kyle's fighter was creating them if he rolled a 15. yeah and that was cool now let's let's talk about this degrees of success felt super awesome yeah except for one or two places okay uh one place that we didn't need degrees of success was climbing down a 10-foot cliff so near the beginning of the adventure there's a 10-foot cliff and it's slippery yes so I get it wait they because it's slippery they wanted two successful checks to go down but because of the way degrees of success works there was this fat Middle Ground where if you failed but you didn't fail by enough you just didn't make any progress so how many rolls did it take you to get down the 10-foot Cliff it took me about eight rolls because I just kept Landing in the middle I wasn't very good at climbing but I wasn't failing by a lot so I was just stuck there we made it into a very funny scene because I had just given Kyle's fighter dc15 yeah it was 1915. my character wasn't and I just made fun of Kyle's fighter because he fell and I was like that's not how you do it and then I everybody was laughing while I got stuck on the cliff I guess like you were just like legging The Edge like trying to find a foothold for like yeah but between the four characters it took us over 10 minutes I think to actually get down a 10-foot cliff and that's but I came away from that being like if I was the Gia I would have just been like it's just a successor fail what I want to say is that that's on the adventure not on the system correct yes that that was a flaw in the adventure itself which we'll talk more about the adventure and its flaws in a moment but I like that guries of success were in the system I know that this was structurally speaking this was the learning experience of hey here's how degrees of success are integrated into the system in a simple way this specific instance was not the strength of it the combat ways all the cool ways that you could knock people prone the way saving throws uh worked as well everything with that and the critic the creating on 15s is a fighter was super awesome yeah I really like that the critical hit mechanic is is great um and it's fun also that attacks don't have that applied the other way around yeah right that like there's no critical failure I could see a version of the system where there was but there isn't a critical failure on the attack yeah and I think like to go back on my point the the the thing about the system is that degrees of success is amazing and I think as a GM knowing when to apply degrees of success and when not to is going to be valuable I feel like overall for playing the system I think that the degrees of success baked into the system and the three action economy are awesome I really like how all of these skills have actions that are TR that require your character to be trained in them that rely on how good you are in that skill to work and that you can also turn those skills into actions that your character can perform intentionally rather than just having it be up to the DM being like improvising everything I think that those get those strengths were palpable yeah in playing this and I really really liked it a lot now I'm going to bring up a weakness of the system but before I do I want to say that this is the weakness everybody talks about with Pathfinder and at the end of the day it wasn't as big of a deal as we thought it would be and that is the name that some people call Pathfinder Math Finder there was only one moment I think and it wasn't so much me being confused as it was me seeking to make sure I was following correctly and it was when Kirsten was making a second attack with her Rogue but she had her enemy was flat-footed yes and so and she was using an agile weapon yeah so normally the second attack penalty is -5 but it was minus four in this case because she was using an agile weapon and so she had the penalty but her enemy had a penalty to their AC as well because they were flat-footed yeah now at first glance we started discussing this and yes it took longer just to make sure that we had the calculation down yeah and that everybody at the table understood now this was our first time interacting with this mechanic so coming from a DND background where it's Advantage disadvantage pretty straightforward this took a few like a minute longer maybe not even a minute once we got it it by the time we were done playing this adventure it wasn't so much an issue we kind of were starting to understand the lingo the dialogue the pluses and minuses but in that first instance we all had to be like okay can we go over that one more time and maybe a Pathfinder veteran can explain this to me I don't understand why flat footed is a minus two penalty to AC and not a plus two bonus to hit a flat-footed enemy I would rather all my calculations just being one yes like the flat-footed thing being an AC penalty as because you can flat an enemy becomes flat-footed by being flanked and this is one of those things that immediately not not to call attention to this but I was like oh this is like fourth edition fourth edition had a mechanic called combat Advantage which was a plus two to hit if you had and you either had combat advantage or you didn't and combat Advantage was kind of the precursor to 5e Advantage in a lot of respects because it was either on or off and it was something that again 5e doesn't have the rule for flanking but fourth edition did and again an enemy becomes flat-footed in Pathfinder when you're flanking them and it just seemed to me like my immediate read of this is like why isn't flat footage just plus two to hit and instead of calling it flat-footed call it I mean I guess they're not going to call it combat Advantage but because that was also the thing that turned the Rogue sneak attack on there were a whole bunch of things that I was like oh this is where the I knew as someone that's played fourth edition Pathfinder first edition it's played 3.5 like I knew where the genetic Legacy of this was coming from and the rules but I was just like plus two to hit is way easier for players to grok than minus two to the enemy AC and like I think we ended up applying it that way anyway just for simplicity's sake yeah and and again what I'll say is like by the end of it all like it was fine everything was we were understanding the math but this definitely was a crunchier system and there was more okay so I'm attacking this person because of this I have this bonus but I have this penalty and this person has this bonus or they have this penalty and so you do have to do a few more calculations which we all know are not my favorite yeah um did it take away from my enjoyment of the game not really uh I had just as much fun playing this as I would any other ttrpg I just needed a few more seconds every time that we had to work out some calculations I want to know was it considered not to have the multiple attack penalty because I I wonder if the system if the system could have been balanced around this the additional attacks not having a penalty I also like if we were going to give a penalty I feel like minus five is quite a bit I would have gone with increments of two minus two and then minus two again I mean it feels meaty it it it does I I just from my read of it was I didn't see why they're like until you discovered that there were things like faint and demoralized I was like okay well why don't you just do it all the time and I I just I figured that the penalty was there to dissuade you from doing it all the time um but maybe if we as we play Pathfinder a little bit more maybe we'll understand why that is as far as a as a balance thing but that was my immediate responses is like I like like the the penalties seeing penalties come back and seeing penalties in a lot of places coming from 5e where penalties are very rare and more often it's like a bonus or just Advantage disadvantage that was a change that was something different and my my brain was immediately like is it possible to just like how do I mathematically what are the mathematical shortcuts yeah yeah and and like I I will say as we're talking about this for all of you Pathfinder fans out there this was our first foray into the game so a lot of the gripes and the things that we're talking about struggling with I feel already from having finished this session I feel like it's going to smooth out in the wash I I do too I just have looked having looked through some of the character creation things I do kind of wince whenever I see something that is giving a plus one bonus to a circumstantial role I don't love it but I but I can see where Pathfinder second edition makes substantial improvements over how that used to work but it's still present it's still present but overall I think the system is doing a lot right and the gripes that I have with it are easily countered by the things that are really cool about this system I think that as we talk about the adventure the adventure that we played was straightforward pretty pretty much a cookie cutter first Adventure including rats in the basement it doesn't take itself too seriously if you read into it too much you might be like why are we on this adventure and why does any of this actually make sense yeah right and that's okay I I have mixed feelings about this because getting into the adventure itself I'm gonna be honest and say that the adventure is the weakest part of this entire beginner box for me this adventure was very much focused on here's a almost training level like it felt like a training level from a video game and I was really disappointed by that because I feel like we are now so used to just having a little bit more narrative tension in our adventures coming off to a stronger start with some Stakes that immediately engage some role-playing and this adventure was really just a bunch of combat encounters and completely nonsensical puzzles thrown in between them why were the puzzles there we're not sure but there's nothing wrong with it you you get hired to check out who's been stealing fish from the fish fishery basement and it leads you into some tunnels and you find out who's been stealing the fish uh through that though you encounter several different types of creatures that you fight in combat but at no point was there much exploration or role play which not to do this direct comparison but I can't help but think of the DND starter set which has the Lost minds of fendover which is very different because it's a multi-week-long campaign it is like this is going to give you one night worth of Adventure yeah but I will say if I compare it to kragma Cave yes I think Craigmont cave is the better Adventure it gives you there's it starts with exploration you have to find the cave there's traps along the way you're following tracks exploration when you get into Cragmont cave there are multiple paths to choose multiple ways to engage with the environment and I have never ran Craigmont cave without an opportunity that players take advantage of to talk to the Goblins or persuade the head Goblin to fight against the bug bear or like I've had everything from a full Revolt in that cave to a Slaughter to like the the sky's the limit this felt more like you go room to room and kill everything and actually the one instance where we did engage in a social encounter you informed me after afterwards that you had to Wing that because the book gave nothing for social encounter yeah so the first couple of Encounters in the adventure are against monsters that are very obvious the players can't reason with them rats spiders Undead and then all of a sudden they encounter a group of Cobalts that are trying to get through a locked door and and instantly the players it's like here's Cobalt we can talk to them and the adventure doesn't assume that the players are going to talk to the kobolds until three encounters later when it has one of the Cobalt's surrender in the combat encounter but by then our interactions with the Cobalts had already been set and like you guys wanted to talk with them you wanted to barter with them you want to reason with them and I felt that the adventure didn't really give a lot of support for me as a GM for players that wanted to approach this from a non-combat perspective and having run krag mob cave for players completely new to RPGs who immediately wanted to try reasoning with the goblins that felt like a very large oversight in this adventure and at the end of the day as well the stakes of this adventure were very low and I feel that for new players as an introduction to new players having some meaningful Stakes beyond go kill whatever's eating the fish is really important at contextualizing what the experience of being an RPG is all about and so for me what makes kragma cave so special is it's very clear it's a rescue mission you are there to rescue sildar and by by a similar token Adventures which rely on the players have to retrieve an artifact or rescue a person it's very clear when they've achieved the objective I remember you guys joked you killed the rats in the basement let's go get our 10 gold now and it was like no obviously you have to go deeper than that so like I feel like that was a weakness of the adventure overall and I wanted something with a little bit more um non-linear approach to it this was very linear um and something that really exemplified the strength of Adventure writing that I expect from the paiso writing team the the people at paiso have done Adventures like Bert authorings and Rise of the runelords they've they've got people on their team that have written some of the best starter dungeons like going back a long ways Whispering Karen um from the age of worms Adventure path was done by Paisa when they were heading up uh dungeon magazine they know how to write a really good introductory adventure and this was not a really good introductory Adventure it felt like a training level again you talked about we killed the rats and joked about leaving but the fact that we know how RPGs worked meant that we were like okay let's go deeper into the cave but legit our our mission was to find out what was eating the fish yeah we went into the basement a bunch of giant rats attacked us we killed them and went well they were probably eating the fish and then Kyle Even was like should we patch up this hole problem solved we go get our 10 gold each and then we leave and job well done and the fact is that the book didn't give you anything to to tell the players that they had to keep going you were just like their sounds further in the cave and it was like okay yeah let's let's go because we know we're supposed to and I never like an adventure that is let's go because we know we're supposed to because we're playing an RPG game um that all being said we still had a great time we had a wonderful time I could see that they were introducing Concepts like the first encounter with the rats very simple the spider Encounter introduces the idea of a ranged attack and and that restrains people the the undead encounter introduces damage resistances and immunities and things like that the Cobalts now have an extra action that they can do then there's the room with the trap in it and so there's an unfolding with each encounter building off the last one and adding more mechanics for you as the game master to learn and introduce to the players and in that respect wow un like really really well crafted in that that respect I just wish the story The Narrative the role-playing opportunities the the dungeon environment I wanted it to make sense I wanted it to feel like a real place I will also say that we're we're pretty experienced and so this might be the equivalent of somebody who doesn't play a lot of video games picks up a video game and they get that initial screen where it's like press a to jump press this to duck and you'll and but if you've been playing for years you're sitting there like oh my God like I get what we're doing but why am I doing it yeah um but some people need that intro screen and like need to be able to learn the simple things but again I prefer a video game that builds it into something narratively cool than just the let's climb through this training box um there's a big difference there when it's narratively interesting but still teaching you how to play and I think I've seen better versions of it than precisely I've seen bins of it from Piezo in their own Adventures as we look at the conclusions here all of this to say any grapes that we had with even the adventure or the system were easily overlooked by how much fun we had playing it yeah how smooth of an experience it was for people coming from another ttrpg to jump into this did we have to learn some stuff yeah did it take us long not really no did we have a great time role-playing our characters having having drinks and food and laughing and enjoying the experience it was so good now the direct comparison of d d and Pathfinder I find it interesting because my takeaway is not going to make anybody happy I find that when you go online and you talk about DND the Pathfinder folks are like Pathfinders so much better than d d what are you doing and then the DND people are like d d so much better than Pathfinder why would you play that garbage and they all are yelling at each other I thought they were Coke and Pepsi and like but okay interestingly enough Coke and Pepsi it's the same a person who really likes Coke is like Pepsi is trash but if I go to a restaurant and I say hey can I have a Coke and they say we only have Pepsi I go okay yeah and I'm not heartbroken about it if you said Kelly tonight we're playing Pathfinder you don't get to play D D I'm gonna go all right um I found that there was enough differences but enough similarities that at the end of the day it's a really cool fantasy ttrpg it's a system that works it's a system that has a lot to offer so does D and D do I like one more than the other I like DND because I've been playing it a really long time and I know it like the back of my hand could I see myself liking Pathfinder at the same level absolutely if I had more time to spend with it yeah I honestly think that the differences are probably harder to detect at first level yeah I I think that one of the and that should be a big disclaimer over this entire review is that we just played the beginner box Adventure so far and I do think that there's some RPGs where especially ones that don't have a leveling mechanic where I feel like you can really assess what the RPG is like after one session like you've got a really good idea of how it feels differently I feel like with Pathfinder the differences get greater as you level up is my suspicion and as you get more deeper into the system and especially in preparing your own Adventures so for me I think my next step honestly I think I need to run like a six session Arc and eventually high level play so I want to play more Pathfinder I really want to understand how it feels differently and I think I for me as well I think I need to play it concurrently with playing DND 5e to really appreciate what the differences are because from this experience the three action economy the conditions all great great stuff but there were certainly moments during our game where I felt had we stream that game and not told people what system we were playing anyone coming into the stream they would have had to like watch and be like oh they are playing Pathfinder yeah I also think like to go off of what you said I played a pre-made character one of my favorite things is making characters so I think in the future we should do a look at like building a character a Pathfinder I want to play at higher levels I want to try out different skills I probably would have expect my cleric a little different than the pre-made one but that's all stuff that we're going to learn as we continue to experience Pathfinder but at first glance yeah I liked it I I had a great time yeah and so it's great like there's no problems here yeah the the gripes and quibbles that we have with it are just that gripes and quibbles this is one of the best beginner box products out there yeah unequivocally there's some flaws with it and I think there's an introduction to RPGs overall I don't know if the adventure is the strongest but it's a very well crafted introduction to the system of Pathfinder and I think for anyone that is learning Pathfinder from DND 5e in particular it's worth running it because it's just a great way to be like okay here's the differences and and I feel like now I can really speak to what those differences are but I'm going to need more experience with the system to really assess everything and really to get the the Deep feel of how they're different so stay tuned for us to continue our road to learning Pathfinder again this is a little different than some of our other videos we have opinions but our opinions are based on one game and a reading of the initial books that we've opened up so by no means are we experts on this system and as we continue to learn our opinions could change we could change several perspectives we might learn more that we didn't get right in this video the fact is that we actually had a great time we did the the hardest part about it actually was the scheduling monster yeah four weeks of trying to figure out what day we like picked so many different days I I was like so that's a big similarity like that I mean no matter what game you're playing yeah if you're if you're used to having your campaign utterly destroyed by the scheduling Monster uh you're gonna find lots of that here we can say for certain because yeah we rescheduled four times yes yeah yeah it just couldn't couldn't get a day for everybody to get together and even then Shea was going to play and couldn't make it yeah so like we yeah we were we were short one of our players because scheduling yeah um so all in all if you are a Pathfinder player or just jumping in a Pathfinder for the first time tell us your thoughts on the starter set or what your experiences with Pathfinder have been like if you've been just learning it for the first time we'd love to hear that in the description below and I want to know if you're an experienced Pathfinder player what Adventure path do you think is the best one for an experienced DND 5 EDM to run with Pathfinder so let's throw all that in the comments below the videos that we create on our channel are made possible thanks to the incredible generosity of our patreon supporters if you enjoy the work that we do here on YouTube please consider becoming a patron of our show by following the links down below and you can check us out playing ttrpgs in our in our actual play Campaign which airs Tuesday evenings on Twitch you can find all the previous episodes of that right up over here and we've got plenty more content on various gtrpgs as well including 5e right up over here please subscribe to our Channel like this video and ring that Bell so that you never miss an episode thanks so much for watching we'll see you next time in the dungeon
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Channel: Dungeon Dudes
Views: 74,755
Rating: undefined out of 5
Keywords: dungeons, dragons, tabletop, gaming, roleplaying, games, accessories, rules, rule, gameplay, play, game, rpg, d20, player, character, D&D, 5e, DM, PC, tips, advice, guide, guides, review, dice, books, book
Id: a_kiNQUhj1w
Channel Id: undefined
Length: 42min 15sec (2535 seconds)
Published: Thu May 04 2023
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