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Is this a fair review of PF2?
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<blockquote data-quote="CapnZapp" data-source="post: 8097762" data-attributes="member: 12731"><p>To break this out so it isn't easily missed:</p><p></p><p>When and if you take a break longer than 10-30 minutes, the intended minigame of "choose your downtime 10-minute activities" breaks down.</p><p></p><p>To highlight this, one intended feature of the Sorcerer class (as opposed to other spellcasting classes with access to Focus spells) is that it doesn't matter which activities you take, they all count for regaining Focus points.</p><p></p><p>Focus spells can most easily be described as "Encounter powers". Assuming you get at least 10 minutes between each encounter, a character with a Focus spell can cast this "oversized cantrip" once in every encounter, since it takes 10 minutes to regain the focus point that fuels the Focus spell.</p><p></p><p>For Wizards and Clerics etc you're asked to take the <a href="https://2e.aonprd.com/Actions.aspx?ID=71" target="_blank">Refocus activity</a> specifically to spend 10 minutes meditating, praying, reading and so on in order to regain one (1) focus point. A character can have as many as 3 Focus Points (and many Focus Spells).</p><p></p><p>Other common activities include Treat Wounds (as discussed), Repair a Shield, scouting ahead, standing guard or whatever. They're all handled in 10-minute chunks.</p><p></p><p>It should be trivial to see why this system breaks apart if you routinely rest for much more than 30 minutes. It means you always have enough time for everything - you're no longer asked to abstain from regaining that Focus Point since you needed to, I dunno, <a href="https://2e.aonprd.com/Actions.aspx?ID=22" target="_blank">decipher old scribblings</a> that could provide a clue to your adventure. And the Sorcerer's edge becomes nothing.</p><p></p><p>If you routinely heal up enough to move on in 10 minutes, it becomes much more reasonable for the GM to threaten you with wandering monsters if you dally, linger or delay. And thus the intended decision points as regards Exploration Activities start to work again.</p><p></p><p>But when both the Fighter and Bard has lost 100 hit points each, even the best character with Medicine will need maybe an hour to heal everyone back up.</p><p></p><p>And when Medicine is free, who can blame parties for saving their spell slots for later? (The Cleric's Heals might do 60 points at this stage. These are MUCH better saved for usage IN combat than spent during resting, since all that does is rapidly accelerate the time when the party needs to rest for the day - i.e. when the Cleric is out of spells)</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8097762, member: 12731"] To break this out so it isn't easily missed: When and if you take a break longer than 10-30 minutes, the intended minigame of "choose your downtime 10-minute activities" breaks down. To highlight this, one intended feature of the Sorcerer class (as opposed to other spellcasting classes with access to Focus spells) is that it doesn't matter which activities you take, they all count for regaining Focus points. Focus spells can most easily be described as "Encounter powers". Assuming you get at least 10 minutes between each encounter, a character with a Focus spell can cast this "oversized cantrip" once in every encounter, since it takes 10 minutes to regain the focus point that fuels the Focus spell. For Wizards and Clerics etc you're asked to take the [URL='https://2e.aonprd.com/Actions.aspx?ID=71']Refocus activity[/URL] specifically to spend 10 minutes meditating, praying, reading and so on in order to regain one (1) focus point. A character can have as many as 3 Focus Points (and many Focus Spells). Other common activities include Treat Wounds (as discussed), Repair a Shield, scouting ahead, standing guard or whatever. They're all handled in 10-minute chunks. It should be trivial to see why this system breaks apart if you routinely rest for much more than 30 minutes. It means you always have enough time for everything - you're no longer asked to abstain from regaining that Focus Point since you needed to, I dunno, [URL='https://2e.aonprd.com/Actions.aspx?ID=22']decipher old scribblings[/URL] that could provide a clue to your adventure. And the Sorcerer's edge becomes nothing. If you routinely heal up enough to move on in 10 minutes, it becomes much more reasonable for the GM to threaten you with wandering monsters if you dally, linger or delay. And thus the intended decision points as regards Exploration Activities start to work again. But when both the Fighter and Bard has lost 100 hit points each, even the best character with Medicine will need maybe an hour to heal everyone back up. And when Medicine is free, who can blame parties for saving their spell slots for later? (The Cleric's Heals might do 60 points at this stage. These are MUCH better saved for usage IN combat than spent during resting, since all that does is rapidly accelerate the time when the party needs to rest for the day - i.e. when the Cleric is out of spells) [/QUOTE]
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