• ProfessorOwl_PhD [any]@hexbear.net
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    4 hours ago
    • Goblins are kooky lil footballheads that love pickles and hate dogs
    • Gnomes will literally die if they get bored for too long
    • Kobolds can cower so pathetically it causes enemies to pull their punches
    • Ratfolk can store objects in their cheek pouches
    • You can play an animate plant (e.g rosebush, vines, cactus, pumpkin, sunflower)
    • You can play an animated doll
    • You can play an awakened animal
    • Goblins also love fire and can get feats to gain buffs when they set themselves on fire in combat
    • You can be an element bender
    • You can play a swashbuckler and make “I do a cool backflip” an entire mechanical thing that gives you buffs
    • 3 words: Goblin Spoon Gun

    Other people have mentioned how cleanly PF2e plays with stuff like 3 action combat, having DC’s always just be your bonus +10 is great, and crits are worth mentioning as well - 10 over a DC is a critical success, 10 under a critical fail, with consequences in most situations - but the flavour is what I love the most. The setting is still a fantasy kitchen sink, but it’s so much more detailed, creative, and expansive than anything D&D put out, able to cater to whatever ideas you throw at it. There are an incredible number of Adventure Paths, Modules, and Scenarios covering every adventure you could want, and they’re littered with plot threads for GMs to build on or ignore as they like - plus, you can use all the lore from 1e still, because they didn’t pull any silly bullshit with remaking the universe between editions. Then for 2e especially, there’s an incredible amount of mandatory flavour to character creation, choosing the specifics of your ancestry and class’s mechanics, and developing them as you level up, with an enormous number of options in order to bring your specific idea to life.

    Anyway, you should make a goblin.