JAMUMU
actually dracula
I've been playing PF2 for about a year and have been pondering my orb over simplifying (I prefer the term 'lightening') the system load for about 11 months of that year.
The big thing I'd remove are Skill Feats. I don't like the way skills work in PF2 (needing multiple feats to do what the skills should be 'allowed' to do) and I'd buff the skills in a way that made many/most of the skill feats unnecessary. I think that would go some way to slimming down the system.
One of the reasons we've stuck with PF2 is how flexible it is at character creation, so I'd want to retain all of that sweet "My character's an animated antique hatstand out to avenge the murder of its owners" goodness. However I feel the way many classes bring unique/exceptional mechanics to the mix creates a lot of system weight and a fair bit of duplication. Simplification could be achieved here without throwing the baby out with the bathwater.
Magical weapons, armour and the crafting system seem needlessly convoluted, so that would need tamed. It's one of the PF2 sub-systems that shapes the world around it so the game can balance, and to me that's the sign of a system in need of an overhaul.
The three(+) actions action economy I actually quite like, but as we play TotM and find all the range-numbers can get us in a kerfuffle, I'd look to using range bands as a simpler option.
Some great ideas in this thread too, and it's nice to see I'm not the only one to have been thinking this way.
The big thing I'd remove are Skill Feats. I don't like the way skills work in PF2 (needing multiple feats to do what the skills should be 'allowed' to do) and I'd buff the skills in a way that made many/most of the skill feats unnecessary. I think that would go some way to slimming down the system.
One of the reasons we've stuck with PF2 is how flexible it is at character creation, so I'd want to retain all of that sweet "My character's an animated antique hatstand out to avenge the murder of its owners" goodness. However I feel the way many classes bring unique/exceptional mechanics to the mix creates a lot of system weight and a fair bit of duplication. Simplification could be achieved here without throwing the baby out with the bathwater.
Magical weapons, armour and the crafting system seem needlessly convoluted, so that would need tamed. It's one of the PF2 sub-systems that shapes the world around it so the game can balance, and to me that's the sign of a system in need of an overhaul.
The three(+) actions action economy I actually quite like, but as we play TotM and find all the range-numbers can get us in a kerfuffle, I'd look to using range bands as a simpler option.
Some great ideas in this thread too, and it's nice to see I'm not the only one to have been thinking this way.