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Simplified PF2e?
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<blockquote data-quote="payn" data-source="post: 9095023" data-attributes="member: 90374"><p>I dont know if I understand all the words coming out of this post, but it has given me some thought to this. Traditional D&D and its derivatives have always worked the pillars of social, exploration, and combat at different mechanical heft. Some pillars allow more ambiguity, more rulings over rules if you will. From most scripted, mechanically speaking, to least is usually Combat/exploration/social. Folks are going to view this from their experience. The more you roll over mechanics, especially in a universal system like PF2, folks are going to gravitate towards rules over rulings style play. Which is why folks are looking at the character sheet as the arbiter of possibilities.</p><p></p><p>Now, to really strain the noodles. Is this because folks like to play that way, or just that they have adapted over time to that kind of play?</p></blockquote><p></p>
[QUOTE="payn, post: 9095023, member: 90374"] I dont know if I understand all the words coming out of this post, but it has given me some thought to this. Traditional D&D and its derivatives have always worked the pillars of social, exploration, and combat at different mechanical heft. Some pillars allow more ambiguity, more rulings over rules if you will. From most scripted, mechanically speaking, to least is usually Combat/exploration/social. Folks are going to view this from their experience. The more you roll over mechanics, especially in a universal system like PF2, folks are going to gravitate towards rules over rulings style play. Which is why folks are looking at the character sheet as the arbiter of possibilities. Now, to really strain the noodles. Is this because folks like to play that way, or just that they have adapted over time to that kind of play? [/QUOTE]
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