Sorcerers Apprentice
Hero
It certainly wouldn't hurt if there were more alternate uses for the Attack action than Push and Grapple
I've played Pathfinder 2nd Edition a couple of times: I like it, especially for it's crunch (good depth and customization) and for it's clarity: there really are rules in place for nearly anything you'd want to do so long as you stick to "fantasy adventure stuff." Not every rule is great (the crafting system is too detailed) but overall it's a good game.Whether you like the system or not, would you say that it's a good/engaging system?
Unfortunately, I have found that +X for this and +Y for that is often the best fix. It's a kludge, but then again, so is duck tape and duck tape works.I'd like to have bonuses to offer players other than Advantage, but I'm not sure what that would be. I don't want to go back to +X for this and +Y for that. Maybe giving players the option to forego their next action and movement to do certain kinds of things not on their turn, like intercept an attack on another character. Offering an extra Reaction for certain kinds of awesomeness? That kind of thing.
I think the implicit answer coming from the forum right now is that there isn't a core solution to my problem and I need to pray that 6th edition has more complex rules.
Incentivize movement and positioning to get rid of Rock'Em Sock'Em Robots.It’s a yes and no answer. For some folks, adding extra options in combat is frivolous because they aren’t playing for the combat. For others, combat is king and options are a must.
Personally, I would like to see more options besides whack-a-bag-of-hit-points. I’d like to see a lot more battlemaster-like abilities and the ability to use those sort of damage + effect without having to be forced into subclasses or feats to use them. But there are some in my group right now who wouldn’t care or use it.