Pathfinder 2nd Edition (2019)

Overview

Pathfinder 2nd Edition is a tactical, crunchy and highly customizable heroic fantasy roleplaying game system published by Paizo. Originally released in 2019 as the evolution of the
Pathfinder https://groupfinder.eu/library/pathfinder-2009
system (which grew out of the
D&D 3.5
system, as a reaction to the release of the simplified and more video game-like
D&D 4E https://groupfinder.eu/library/dungeons-dragons-4e-2008
). The system recently received a comprehensive "Remaster" overhaul, which decoupled the game from the legacy Open Game License (OGL), moving it to the system-agnostic ORC License. The Remaster version has updated various terminology and streamlined different conflicting mechanics, the core engine of PF2E remains exactly the same as before. Description Like other d20-based fantasy games, players are an adventuring party that go on adventures, defeat enemies and uncover various mysteries while the Game Master (GM) is in charge of running the world around the characters and is in control of managing any enemies and non-player characters they might encounter. However, where
D&D 5E https://groupfinder.eu/library/dungeons-dragons-55e-2024
leans heavily on "rulings over rules" and simplicity, Pathfinder 2E has shifted its focus on customization and making sure that with every system balance is maintained. Pathfinder 2E is ideal for players who are more into tactical combat, clear rules for exploration, and the ability to build unique character concepts with a reasonable amount of customization without accidentally breaking the game or worry too much about maintaining balance. The system comes with great tools for the GMs as the system provides clear guidelines and mechanics for most situations, meaning the GM rarely has to invent or interpret rules on the fly to keep the game moving. System Overview & Key Features
The 3-Action Economy Pathfinder 2E is famous for their action system. Instead of pre-defined action types, the player can perform creatively distribute their actions how they see fit. Instead of always having a "move action" that the character can utilize or leave unused, the system allows a character to instead use that action as an extra attack. Or instead of attacking, the adventurer can move twice (or thrice, if using all actions).
Degrees of Success Instead of approaching "1" or "20" on the d20 die as a critical result, The system considers "oversucceeding" as a critical success. Succeeding a roll by 10 or more points it is automatically a Critical Success. If you miss the DC by 10 or more, it is a Critical Failure. Because of this, every single +1 or -1 improvement feels more impactful and important.
Feat-Based Character Customization There are no "useless level-ups" Every single level-up players make meaningful choices by selecting from an extensive assortment of Ancestry Feats, Class Feats, Skill Feats, and General Feats. This creates a situation, where even two characters of the same class can be played completely differently.
Reliable Encounter Building The game's underlying math is rigorous and highly functional. An encounter mathematically classified as "Severe" will actually push the party to their limits. GMs can trust the system's encounter building rules completely.
Keyword and Trait System Spells, weapons, and abilities have specific traits (like "Incapacitation" or "Fire"). If a rule has a trait, it consistently interacts with the rest of the game's mechanics in the exact same way, removing ambiguity.
Edicts and Anathema PF2e has abandoned the traditional moral alignment system. Deities and classes are governed by Edicts (things your character must strive to do) and Anathema (things you must avoid), creating a more nuanced approach to roleplaying.
Additional links paizo.com/pathfinder https://paizo.com/pathfinder - Official Pathfinder website 2e.aonprd.com https://2e.aonprd.com - Archives of Nethys (Official free rules database for PF2e)

Active games and players

PATH2E
Pathfinder 2E
Online
Campaign
Looking for a Hellbreakers/Destiny group
Players
3/4
GM
0/1
Pathfinder 2E
en English fr French

Looking for a Hellbreakers/Destiny group

Combat focused Combat focused
Roleplay focused Roleplay focused
Shot in the dark, been looking for a more action focused AP to be part of. Since I never got any messages from player posting, I am trying to make the group and see if people join together for it. Heard hellbreaker and hell destiny were fun adventures, though others like a conversion of WotR, Kingmaker or other ones could work too. Regarding time, TBD but likely evening in week days (7:30pm or so) or maybe during the day on saturdays. Could band together to pay the foundry modules (if one is needed) to the GM. AI use forbidden at the table.

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PATH2E
Pathfinder 2E
Online
Campaign
Wrath of Righteous
Players
3/4
GM
1/1
Pathfinder 2E
en English

Wrath of Righteous

Roleplay focused Roleplay focused
Combat focused Combat focused
We're looking for 1 more players to join our Pathfinder 2e campaign, converting the legendary Wrath of the Righteous Adventure Path. About Us Friendly, welcoming group Average age around 40 Currently 3 players Playing online using Foundry VTT Bi- Weekly evening games (UK time) Who We're Looking For We're actually hoping to find someone newer to Pathfinder 2e. The whole group is learning the system together, so this is a great opportunity if you've always wanted to try Pathfinder but felt intimidated by experienced tables. You don't need to know the rules - we'll learn as a team. If you're an experienced Pathfinder player, that's absolutely fine too, as long as you're patient and happy helping newer players enjoy the game. Our Style Roleplay encouraged (the more, the better!) Tactical combat Epic story Character-driven moments Relaxed atmosphere with plenty of laughs If you love getting into character, making memorable moments, and building a story together, you'll fit right in. What You Need A decent microphone Discord Willingness to learn A positive attitude No Foundry experience required—we'll help you get set up. About the Campaign Wrath of the Righteous is one of Pathfinder's most iconic campaigns. You'll begin as ordinary adventurers caught in extraordinary events, facing demons, uncovering ancient mysteries, and growing into legendary heroes.

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PATH2E
Pathfinder 2E
Online
Campaign
Blood Lords
Players
5/5
GM
0/1
Pathfinder 2E
en English

Blood Lords

LGBTQ+ friendly LGBTQ+ friendly
No paid games No paid games
Hey so I know this ones a long shot bc of how specific it is buuuut group of 4 trans players and one I don't know as well to speak for.... Availability: Monday afternoon / evening in the US timezones (1 in EST, 2 in CST, 1 in PST) Description: Hey there! We’re a group with three PF vets and two relative newcomers, but we’re all eager to play! We’re looking for a roleplay heavy game of Blood Lords! Hoping to have fun with fun people, enjoy a good story, and dig into RP in equal measure. Combat is welcome as well, but we won’t be super annoyed if a session goes by without it.  Preferences: Blood Lords AP, Free Archetype, Ancestry Paragon, Gradual Ability Boost

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en English
DND5E
Dungeons & Dragons 5E
PATH2E
Pathfinder 2E
...
Online
Kris
Long-time 5e enjoyer (not the half-baked rerelease), formerly knowledgeable in 4e, Canadian, 30. Friendly, lax, witty. 10+ years in the hobby. Roleplaying- and world exploration-oriented player, would prefer to find a table that matches those aspects, but at the same time I'm not opposed to a classic combat-heavy dungeon crawl if it's run well, particularly with PF2e or 4e D&D. I am a dedicated player who always strives to make my character fit into the DM's setting of choice, not just tack on whatever I want to bring. And I take notes. Detailed. Notes. Trialled PF2e briefly and really enjoyed it, hope to get the chance to play it again someday. I'm also interested in (but completely green with) The One Ring 2e, 40k Wrath & Glory, and AoS: Soulbound. Currently in the market for long-term weekly or bi-monthly (twice a month) games in the evening (EST) run on any day but Thursdays. Prefer Roll20 but willing to use Foundry, big maybe on BeyondVTT. NO D&D Beyond req. for players, thanks. Some of my all-time favourite universes include Warcraft, Warhammer (Fantasy and 40k), Dark/Demon's Souls/Bloodborne, Diablo, Lord of the Rings, Star Wars, Mass Effect, Kingdoms of Amalur, and Lords of the Fallen. I continue to hold out hope of one day playing in an Eberron campaign, someday, eventually... I really like Dwarves and Orcs but rarely play as them.
New
Posted 6 hours ago
en English fr French
DND5E
Dungeons & Dragons 5E
...
Montréal
Online
Felix
10 or so D&D experience, started with 3.5 Dabbled in VTM and chuthulu but honestly prefer higher magic and combats  Love creating intense beautiful moments and stories out of the randomness of the dice!
New
Posted 9 hours ago
en English
PATH2E
Pathfinder 2E
PATH1E
Pathfinder 1
...
Online
Hakan
Hello my names Dino, I've played ttrpgs since highschool and started out as a GM running pathfinder 1e We be goblins.

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Covering the basics: How to start as a Dungeon Master
Guides & How-to

Covering the basics: How to start as a Dungeon Master

Covering the basics
“Covering the basics” is a easy-to-follow set of articles helping players get through the first steps of the game. You found a game to join? Well done, but now what? Do you have what it takes to be a DM (Dungeon Master)? Short answer: yes Long answer: You might’ve spent most of your games on the other side of the DM screen or watching people masterfully direct their games on Youtube. All this might seem like a daunting and difficult role to fill - all the rules, ruling, voices, worldbuilding and keeping track of everything that is going on. Feels a lot for one person to manage. But here is the honest truth - most DMs are mostly just “winging it” as they go. They might not know every rule in the book or have every alleyway and farmhouse carefully plotted with intricate details for the world their players roam around. You don’t have to be a master of the game to be a dungeon master. It’s just a title, it doesn’t mean they know what they are doing. The context effect You may have watched various expert Dungeon Masters on different streams or Youtube actual plays. And thought that this is the minimum skillset you should have to even dare to take up the role of a DM. But keep in mind, context matters. These shows do not represent your average players or DMs. These are professional productions featuring professional actors. Your players are not expecting a cinematic masterpiece with custom miniatures, terrain or orchestral soundtrack. They are your friends, either new or old. And they just want to hang out, eat snacks, tell stupid jokes and see what happens when they push too many buttons. Don’t compare yourself to others, whether they are your last DM, or someone on Youtube. Your style will be your own. And your mistakes will be part of your journey. You are there to react to their actions and tell them what happens next. That’s it. If your players end the game session feeling happy with how they spent their time, you’ve won as a DM. /images/general-media/1777376584_RRnkxK9n.gifIt is your game, as long as your players are enjoying it, you are winning Start small It is easy to fall into the pit trap of building your own epic world for the players to discover and enjoy. And while there is nothing inherently wrong with it, it would be better to start off small. You will reduce the amount of stress and headache you will endure by not preparing a 50-page lore document beforehand. Instead, consider running a oneshot. A self-contained short adventure, that starts and ends within one session. You will gather your bearings during the game, realize what parts of DMing you enjoy and what you would rather not focus too much on. Use a pre-written adventure. For D&D, you could look towards The Delian Tomb or A Most Potent Brew. These include maps, monsters and all the relevant knowledge you need to run your players a game. Or grab one of the starter sets (ex. Heroes of the Borderlands) and run that. Make sure that you understand the whole story beforehand, so you know where the story is supposed to go. If, however, you feel like creating something of your own, you can simply build a oneshot that follows some specific rules. Entrance: A puzzle or a simple monster fight to get the players involved. Cause: A situation to tie the players’ characters to the story. A clear call to action to guide the characters towards the end-goal of the adventure. Problem: With the goal set, present your adventurers with a situation that requires them to overcome it. Whether by brute force, thinking outside the box, or something completely different. Here’s a DMing secret: You can have your players face a situation that needs solving but as a DM, you do not have to know what the right solution to that needs to be. Let your players attempt different approaches and if they come up with something that seems reasonable, take that as the solution. Final encounter: Your oneshot should be leading towards a finale. Whether it is a boss fight, or a grand puzzle or situation that requires effort and teamwork - anything goes. It should be connected to the previous blocks to establish a cohesive narrative story. The ending (optional): Once the final encounter has been resolved, you can offer your adventurers a conclusion, perhaps it is a treasure hoard, public praise or something different. Since it is a oneshot, you don’t really have to worry about consequences, as the story ends there. Keep in mind, that oneshots should be reactive. Players should be forced to react to situations and not given too much time to wander around, chat with Boblin the Goblin at the tavern, or get bogged down with planning.   A good idea would be to have some pre-made NPCs in the background, so you can pull those up at moments notice. These characters should not have intricate backstories that aren’t vital to the story itself. They may have a simple motive or goal, that can support the story at hand, but isn’t a vital piece of information, should your players completely ignore or miss encountering them. You can use a name generator (like Fantasy Name Generators) to prepare a list of various names to make it seem, like you had those characters prepared and planned ahead of time. Pace over rules Nothing kills the vibe of the game than having to spend ten minutes looking for the correct ruling for a situation. As a rule of thumb, it is recommended to spend up to a minute looking up the rules - and if by then you don’t have the correct answer, make a ruling on the spot. Just be transparent about it and let them know that this ruling might be wrong and is temporary, in the future this might get ruled differently. But for now, to keep the story going, you should decide on the spot. If you have a more experienced player at the table, consult them. As a DM you are already managing way more than one single player should be (you are still a player, even though you are a DM). And offloading some of those responsibilities to someone else is the right thing to do. The DM does not have to be the most knowledgeable player at the table - they are the narrative engine, not the wikipedia. /images/general-media/1777376267_EGzmZM7I.webpDon't spend too much time pondering the orb finding the correct ruling, keep the game going A session zero It is highly recommended to have a quick session zero before starting your first game. Whether it is a brief oneshot or the start of a longer campaign - leveling with your group will help you avoid misunderstandings in the future. Recommended reading: Library: Session 0 checklist: How to build a DnD group that lasts Gather your tools Now prepare your adventure. You will most likely spend a lot more time than you should preparing for the first session. But being somewhat overprepared will help you in the long run. Once you start understanding how DMing works, you will get better at preparing for each session, eventually cutting down on the time spent on prep.   A DM trick worth remembering and learning, is called “moving castles”. You may have prepared a location or an encounter for your players to discover or run into. But through the magic of player agency they head in the complete opposite direction to your prepared piece of content (it happens). Instead of scrapping the work you have prepared, you can simply move it, so that the adventurers still run into it. A worn-down castle filled with a tribe of goblins, waiting to ambush anyone entering the front gate? Simply move it, perhaps adjust some elements to fit the new location. Instead of goblins, they are now human mercenaries or bandits. Instead of a castle, it is a small village. This isn’t to say, that you should focus on railroading the players (although for a oneshot it would be highly recommended, that you keep your players on the track you have prepared). But re-using prepared content in a new and appropriate way is the smart play. Other than that, all you need to get started, are your dice (or digital dice, if that is more convenient for you), and some paper, to write down notes, events and questions for you to look up between sessions. Remember, you are a player too. You should be having fun, although it will feel intimidating and stressful at first, it will get better. /images/general-media/1777376172_KgL1adMK.webp Take the leap You are stepping into a very rewarding experience of the game. Even if you are not planning on becoming a recurring DM, you will gain a better understanding of the game and the system. This will, in turn, make you a better player. Guaranteed. If you are ready to give DMing a shot, you can start off by creating a group on Groupfinder and find your players. Be sure to use the “Newbie friendly” tag to indicate the tone of the game. If you have a player in your group who has been interested in DMing, but has not had the courage to get started - “gently” send them this article, to nudge them to get started.

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BastardQuest
Actual Play & Podcasts

BastardQuest

TTRPG
English
Actual Play
The BastardQuest podcast brings together four friends from over ten years of improv and sketch comedy, indie filmmaking, and pop culture podcasts. Forged in the small town obscurity of western Kentucky, BastardQuest takes a unique approach to the world of actual play podcasts, with a format based around ridiculous narrative setups, colorful character acting, balanced crunch, and the art of improvisation. Over time, our show has also grown to include a healthy dose of lesser-known tabletop roleplaying games, shining a spotlight on exciting new releases, uniquely fascinating systems, and independent developers and publishers. Links bastardquest.com - Official website youtube.com - Youtube channel patreon.com - Patreon channel

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Stories with Dice
Actual Play & Podcasts

Stories with Dice

TTRPG
English
Actual Play
Stories with Dice is an actual play podcast where a fellowship of everyday gamers explores fantastical worlds, distant futures, and parallel realities through tabletop role-playing games (TTRPGs) from Free League Publishing, Chaosium, Modiphius Entertainment, and more. Join us at our virtual table as we play Mysteries of the Loop, our Tales from the Loop series; explore the Arthurian mythos in The Sword Campaign, the first part of our Great Pendragon Campaign; chart the stars in Star Trek: Magellan, our Star Trek Adventures series; and sail the seas in Dark Blue Sea, our Mutant: Year Zero campaign. Stories from other worlds are coming soon, including The One Ring, The Electric State, Legend of the Five Rings, Twilight: 2000, and so much more. Links storieswithdicepodcast.com - Official website youtube.com - Youtube channel patreon.com - Patreon page

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