I'm talking about the fact that many Pathfinder 2 traps do not in any way shape or form explain how heroes find out about them, let alone how they realize what to do to disable them.
For a simple trapdoor, we obviously can see the picture play out. But many PF2 traps are what I'd call abstract game constructs, literally the result of the designer going "what if we require different skills than Perception and Thievery?"
At least, I have not found a better way of telling the player he must roll Religion, say, than... "you must use Religion here", which I find deeply meta (the GM telling the
player rather than the GM describing the world so the
character understands what must be done) and thus unsatisfying.
Here's my current list of things wrong with PF2. Unfortunately, it never seems to stop growing...
To this we now add:
- Next to zero customizability
- Magical heroes vs Martial monsters
- Abstract traps