Pathfinder 2E Pathfinder 2e: is it RAW or RAI to always take 10 minutes and heal between encounters?

CapnZapp

Legend
This seems to be the key problem. Pathfinder 2e does not sufficiently communicate in your opinion that the GM is empowered to make rulings. It’s implied in the Core Rulebook, but the Gamemastery Guide makes it explicit. It goes on to list a few examples, including things that could possibly be feats someday (such as swinging from a chandelier or throwing sand in an opponent’s eyes), but it says it’s okay to let players try them.
The key problem with the GMG GM sections is that it comes off as written by people only very superficially knowledgeable of Pathfinder 2.

The advice on how to create and group encounters, for instance, the bit about the heroes infiltrating a castle, is a recipe for disaster in PF2. (combining even two moderate encounters can easily lead to a TPK - a very significant difference between the two editions) I can't prove it of course, but to me it feels lifted straight out of (appropriate) advice for PF1.

So excuse me if I don't have a high confidence level for the passage you quote. It comes across as wishful thinking, expressive of what a game they wished they'd designed rather than the game they actually designed.

In short: the actual design defeats the goal of empowering the GM.

As I have stated: PF2 is not, I repeat not, a game that trusts its GM. Paizo writes rules for every single little thing. That is the obvious indicator of a game that is not willing to leave decisions in the GMs hands.

Again: just because Paizo says their game does this or that does not make it so. Yes, they claim they have created such a game, but when you look at how the game actually works, I'm pointing out that there is nothing there to indicate they have met that goal. (That's my criticism!)

If by sheer luck those chandeliers-swinging examples haven't been invalidated yet by feats (Swashbuckler feats perhaps?) they will soon be. But this misses the bigger point: how are a GM to know when and where he or she can be generous and issue rulings? By learning dozens and dozens of feats by heart, is the answer and it is unreasonable and needs to be called out as such!

Tl;dr: please don't meet my criticism by pointing toward generic aspirations. I am pointing to actual rules and actual rule interactions. I hope you agree a game designer can't just fix flaws in their design by hopeful words!
 
Last edited:

log in or register to remove this ad

kenada

Legend
Supporter
Sigh. This comes across as grasping at straws to avoid having agree Paizo's design is (much) less than ideal.
Eh, I’ve been pretty forthcoming here about my dislike of certain elements in Pathfinder 2e. I don’t like skill actions at all. I think bringing them forward from Pathfinder 1e was a mistake, and they could have retained the degrees of success approach with something simpler to use and adjudicate. I just don’t agree with you regarding the problem skill feats purportedly create.

Okay, let me agree that there can be other approaches that are bad and even just as bad. That is, let's not make this out to be "your idea is bad too so PF2's system isn't so worse off".

In other words, you are skipping all the other criticisms I have, and you zero in on just "your suggestion can create complaints too". It's hard to not interpret that as trying to wriggle out of my rather massive criticism against the PF2 implementation.

So. If it helps, consider me instead saying the feat gives you a reroll (aka advantage) if that makes you feel better. And this is definitely not limited to just Make an Impression.
The only difference between what you’re suggesting and what we’re suggesting is that your approach explicitly enumerates the trade-off instead of leaving it up to the GM to decide. If I say, “you can do (some activity) with a cost, and the feat lets you do it free,” and you say, “the rules let you do some activity, and the feat gives you a bonus while doing it,” what’s the difference? The cost has been shifted, but there’s still functionally a cost. The only difference is in how it’s accounted.

I'm talking generalities. Just about every skill has several use cases that feel incredibly constrictive and artificially limited, and then you realize that is to justify adding a feat to the game that lifts those weird restrictions.
That’s the problem. Whenever we start digging into details, the criticisms don’t hold up. Maybe a few feats are bad, but a few bad feats don’t show a systemic problem.

The way PF2 prohibits the generic character from doing things at all, unless she has this or that very specific feat, is really really annoying game design on so many levels.
That’s only the case if you take it that way. I don’t think the system necessitates running it the way you claim it does. If you let someone do something at a cost, and a skill feat lets them do it for free, you haven’t invalidated the skill feat by your affordance. Yes, maybe now it’s less valuable in a strict sense, but if the game is more fun for everyone, then isn’t that a good thing?

On the other hand, if the players hate that and prefer you don’t do it, then where’s the problem? They don’t want you to be a permissive GM. They want you to take a very rigid approach to adjudicating the system that preserves (though I would argue increases) the value of their feat choices. Maybe it makes for a miserable experience, but that’s what they asked for and received.

It means players must carefully comb through all the rules and all the feats. Restrictions are not highlighted or spelled out. It's very easy to just assume you can do stuff and then be told you needed to take a feat available at level 1. There needed to be giant exclamation marks all over the place cross-referencing each weird limit with its absolving feat(s):
"please realize you can only crawl stupidly slow unless you pick Quick Crawler"
"please realize you can't climb with a weapon in hand unless you pick Combat Climber"
"please realize you can only jump hilariously short distances unless you pick Cloud Jumper"
This stuff is simply not mentioned in the sections on crawling, climbing or jumping.
It does tell you. Crawl tells you how fast you move (5′ in one action). Climb indicates in its requirements you must have both hands free. Leap and Long Jump tell you how far you can jump (Leap up to 10′ and Long Jump up to your speed based on the DC). Again, that’s how exception-based design works: you follow the general rule until you something brings the exception into play (a feat, a spell, the GM, etc).

...the list goes on and on, and is probably growing with each new splatbook :( Every single little aspect of pretty much every behavior feels carefully combed out "how can we squeeze seven feats out of this simple action?" That is just a question no game designer should ever ask themselves!

The same issues surface on the other side of the GM screen. I would guesstimate that as a green PF2 GM probably two out of three times I tried being a good GM that say "yes" or "yes but" by allowing people to cut corners and avoid weird artifacts of the system (anything from jumping across tables to reaching that one extra square to open a door without spending a whole extra move action) I will later be reminded by a disappointed player that I just gave out for free what a whole feat is about. Using Recall Knowledge on tracks you find in a forest. Using Intelligence to gather gossip in a village. And so on and so on.
Are you talking about Survey Wildlife? I’m not sure which feat you mean by the gossip example, but it’s my understanding the designers consider it bad design for a feat to change which ability score an activity uses (so that would be a bad feat). Regardless, I agree with you here on Survey Wildlife as well as on whatever feats would let you change the ability score (becuase that’s supposed to be bad design).

I think that should be implicitly part of the Survival skill that you can identify the local wildlife and make an appropriate Recall Knowledge check about it. I can see ways of adjudicating that activity that would avoid invalidating the feat (make it take an hour or a day), but this is a case where one does need to know about the skill feat to make rulings, which shouldn’t be the case normally. I agree that’s a problem, but I don’t agree that it reflects a systemic one.

Personally, I’d probably just get rid of Survey Wildlife or change it. It’s a bad feat because it has you roll twice, which is an example of rolling to failure. It makes more sense for the general case to roll twice and the feat to let you roll once or to roll once and for the feat to give you a bonus. Again, Paizo dropped the ball with this one, but I still don’t agree it represents a systemic issue with Pathfinder 2e.

Simple obvious stuff that Paizo is sending a clear message to stop doing: "Don't just allow that, we have created feats the players need to take!"

It is a really really frustrating game design, dead set against the very goals Paizo is professing to have for their game.
Given the amount of disagreement on this point, it doesn’t seem like the message was as clearly sent as you say.
 

kenada

Legend
Supporter
The key problem with the GMG GM sections is that it comes off as written by people only very superficially knowledgeable of Pathfinder 2.

The advice on how to create and group encounters, for instance, the bit about the heroes infiltrating a castle, is a recipe for disaster in PF2. (combining even two moderate encounters can easily lead to a TPK - a very significant difference between the two editions) I can't prove it of course, but to me it feels lifted straight out of (appropriate) advice for PF1.

So excuse me if I don't have a high confidence level for the passage you quote. It comes across as wishful thinking, expressive of what a game they wished they'd designed rather than the game they actually designed.

In short: the actual design defeats the goal of empowering the GM.

As I have stated: PF2 is not, I repeat not, a game that trusts its GM. Paizo writes rules for every single little thing. That is the obvious indicator of a game that is not willing to leave decisions in the GMs hands.

Again: just because Paizo says their game does this or that does not make it so. Yes, they claim they have created such a game, but when you look at how the game actually works, I'm pointing out that there is nothing there to indicate they have met that goal. (That's my criticism!)

If by sheer luck those chandeliers-swinging examples haven't been invalidated yet by feats (Swashbuckler feats perhaps?) they will soon be. But this misses the bigger point: how are a GM to know when and where he or she can be generous and issue rulings? By learning dozens and dozens of feats by heart, is the answer and it is unreasonable and needs to be called out as such!

Tl;dr: please don't meet my criticism by pointing toward generic aspirations. I am pointing to actual rules and actual rule interactions. I hope you agree a game designer can't just fix flaws in their design by hopeful words!
The issue I take with this is many of us are not experiencing (or did not experience, since I’m not running PF2 anymore) the purported problems. Many of us did the things the designers write about in the GMG (either at their suggestion or because that’s just how we roll), and the game operated fine. It did what we wanted, and it didn’t result in adverse outcomes. When you say that, “the GMG GM sections … come … off as written by people only very superficially knowledgeable of Pathfinder 2,” it doesn’t resonate with me. What it does tell me is you want something very different out of Pathfinder 2e than what it offers.

You’ve said in the past you wanted to run a kick-in-the-door game. In that context, I can see how the advice on combining encounters would be problematic. If you’re playing a game where you kick in the door and kill the monsters, and exploration is just something you hand-wave, then PF2 is going to be constantly getting in your way. It obviously expects much broader engagement beyond just encounter mode, which is why there’s so much detail provided on exploration and exploration activities.

I don’t think you’re wrong for wanting to play the game the way you do. It’s understandable being disappointed that the 2nd edition of a game where you could play the way you want is less capable or requires changes to habits to make things work. However, I still don’t think that represents a systemic problem. D&D 5e doesn’t do what I want. Pathfinder 2e is closer, but it has other elements I don’t like. So I stick to games that better reflect what I want. I’m running Worlds Without Number now because it’s an OSR-adjacent game, which is what I want, and it provides for some tactical options and character customization, which is what my players want.

Is WWN the perfect game? No. If you think Pathfinder 2e is obtusely written, WWN is way worse. It’s Gygaxian in its verbosity. WWN’s support for exploration-driven play is arguably worse than PF2’s. However, since it is based on old-school D&D (B/X), I can easily hack the things I miss out of it by adapting them from other systems (in this case, Old-School Essentials). We’re now using a custom, 72 page guide that covers everything except character customization elements and most random tables. But I digress. My point is it’s fine if a game doesn’t work out for you. That’s why I switched my campaign from PF2 to something that worked better for me.
 


Campbell

Relaxed Intensity
When it comes to skills I think Pathfinder Second Edition is in a weird spot that not many games are. Pathfinder Second Edition is a game where you start out sweating goblins and end up thinking it's not a totally crazy idea to get your best buds together to fight a demon lord. Where taking on pit fiends and ancient wyrms is a Tuesday. You want the fiction of what characters are capable outside of combat to match what they are capable of inside it. Expecting a GM to be able to quickly reason what a 12th level fighter should be capable of doing with Athletics with that kind of power curve is a bit insane if you expect any kind of consistency. I know I would have a good deal of trouble keeping the fiction consistent in PF2 without a defined skill system.

Lots of games leave this kind of stuff up to the GM, but they also generally have far more consistent power levels. It's lot easier to make consistent rulings in something like Conan, Dune or Vampire because those games have much more level stakes.
 

Are you talking about Survey Wildlife? I’m not sure which feat you mean by the gossip example, but it’s my understanding the designers consider it bad design for a feat to change which ability score an activity uses (so that would be a bad feat). Regardless, I agree with you here on Survey Wildlife as well as on whatever feats would let you change the ability score (becuase that’s supposed to be bad design).

No, he's talking about Streetwise, which let's you use Society to Gather Information instead of Diplomacy. It's basically using a different skill to do an activity, say like an Int-based Rogue who doesn't want to specialize in Diplomacy to go out and get info. Don't see why it's that bad, to be honest, but I guess I'm not searching for problems like some are.

This whole argument @CapnZapp is trying to make is just so steeped in broad-generalities and stupid minutiae that it is borderline incoherent. We can't actually be specific about which feats do what, but we're going to complain about the basics of movement and why you can't just immediately break them?

Like, are we really complaining about a 5' speed on crawling? How often is this a problem? We are talking a game that allows you to move multiple times in your turn, so functionally when you just crawl it's going to be just over half your movement speed (or more, if you are slower). How often does crawling in combat really come up for people, outside of trying to create some weird special tactic? And at that point, why not just let it be a feat like Nimble Crawl? How often do scenarios hinge on someone being able to move about a vent like they are a xenomorph?

Are we really complaining about climb requirements? Like, having to use both hands and feet while climbing is suddenly an unworkable requirement when it comes to climbing? Really? There are plenty of feats that get around that problem and I've named them innumerable times. And if you want to take care of it forever, it's just the gamebreaking 1st level feat of COMBAT CLIMBER~! that you need to take. Again, these requirements allow players to think about what they've taken and how to use the skills and advantages they have to address the problems. That's just good design: create a problem and give the players different options with which to solve it.

Are we really complaining about jump distance? Cap, you talk about how it's a "hilariously small" distance, but compared to 5E it's a way better system. 5E, you're always stuck at your Str unless you manage to get a few features which slightly increase it. But with PF2, it's exactly the system you wanted: it's a skill DC, which means over time you'll be able to leap further more consistently each time. A 6th level fighter who is an Expert with Athletics will automatically jump 20 feet with Assurance and can potentially jump further if they want to, instead of having a hard limit set by your Strength. This is what you were talking about, and yet you get hung up on
Cloud Jump, a specialty feat for super-fast people who want to leap 15-20 squares at a time.

Honestly, the complaining over small niche feats just blows my mind. I get maybe complaining about not enough skill upgrades, but feats get handed out like candy and there's always levels with General feats where you can net a lot of gain from just taking a simple 1st level feat.

And at this point, I really can't comprehend the sort of lack of self-awareness one would have to have to say they know the game better than everyone disagreeing with them and even the people who wrote the GMG... but I'm also not surprised by it.
 
Last edited:

That said, Group Impression and the like are bad design.

If your rules say a certain activity is possible but hard, and then offer a feat that grants +5 or advantage or whatever, then you have a much better, friendlier ruleset.

And it is still exception based!

These permissive feats are bad design. It is baffling they went this way.

That said, I don't think it's a huge lift to houserule redesign them. A +5 bonus is actually ok I think since Feats are very specific for the most part, it works out.

I run the game based on narratively set DCs based on level and adjust these bad feats when needed. Haven't played 2e a lot but seems to work fine and is not a ton of work.

So, anyone can attempt to contact a criminal boss but if you are trying to get an audience with a Jabba the Hut at level 7 you are facing a level 15 check (my view of Jabba in the fiction) and the +5 from Criminal Connections gives you a much better chance at success and avoiding crit fails.

Do I wish they had done it differently and is it annoying? Yes. But if you like the rest of the system, then I think you can deal with the permissive skill feats with reasonable effort. If you have a big list of flaws, of which this is only one, then sure, find another game
 

These permissive feats are bad design. It is baffling they went this way.

That said, I don't think it's a huge lift to houserule redesign them. A +5 bonus is actually ok I think since Feats are very specific for the most part, it works out.

I run the game based on narratively set DCs based on level and adjust these bad feats when needed. Haven't played 2e a lot but seems to work fine and is not a ton of work.

So, anyone can attempt to contact a criminal boss but if you are trying to get an audience with a Jabba the Hut at level 7 you are facing a level 15 check (my view of Jabba in the fiction) and the +5 from Criminal Connections gives you a much better chance at success and avoiding crit fails.

Do I wish they had done it differently and is it annoying? Yes. But if you like the rest of the system, then I think you can deal with the permissive skill feats with reasonable effort. If you have a big list of flaws, of which this is only one, then sure, find another game

Ugh... Just granting bonuses to certain actions is exactly the sort of thing that I'd want to get away from. Not only are you going to create a laundry list of new penalties and skill actions to memorize, but granting a bunch of expansive bonuses is going to get you into territory where "Well, can I get this bonus to count for this action because I'm doing it like this?" sort of stuff. I'd rather avoid negotiations as to whether this adjacent usage of something counts for this situation and just give clear-cut exceptions.

Like, I have more problems with Survey Wildlife than I do Group Impression, because I think the bones of the Attitude system work fine as a guideline for making checks, and I think (given the numbers used for Group Impression) it's easy to use that feat in a more generalized fashion. Survey Wildlife allowing you to make a second check is just unnecessary, though; it'd be more sensible to combine it into one Survival check, as a sort of off-brand use of Nature with a small penalty. Keeps the niche of the Nature skill while allowing non-Int characters to use their Survival skill in a useful, more broad way (at a small, upfront cost).
 

kenada

Legend
Supporter
No, he's talking about Streetwise, which let's you use Society to Gather Information instead of Diplomacy. It's basically using a different skill to do an activity, say like an Int-based Rogue who doesn't want to specialize in Diplomacy to go out and get info. Don't see why it's that bad, to be honest, but I guess I'm not searching for problems like some are.
I suspected it might be that one, but changing the skill is different from changing the ability score. Changing the skill is supposed to be within the purview of feats, and that makes sense. Skills do certain things, and feats reflect training or some other aspect of your character’s development. If you want to do something different with a skill (like identifying architecture by how easily you can smash through it), then you need a feat representing that in order to recall Recall Knowledge with Athletics to identify structures. That’s just how things work in most D&Ds that have a skill system (like PF2).

Edit: Arguably, unusual skill uses should probably be allowed with a penalty. I’m pretty sure there’s some advice to that effect, but I can’t remember which section it’s in. It’s in the Adjusting Difficulty section. There’s also an Alternative Skills subsection in the section on running Recall Knowledge.
 
Last edited:

I suspected it might be that one, but changing the skill is different from changing the ability score. Changing the skill is supposed to be within the purview of feats, and that makes sense. Skills do certain things, and feats reflect training or some other aspect of your character’s development. If you want to do something different with a skill (like identifying architecture by how easily you can smash through it), then you need a feat representing that in order to recall Recall Knowledge with Athletics to identify structures. That’s just how things work in most D&Ds that have a skill system (like PF2).

Yeah, it's weird to attack what is pretty standard RPG skill design.

Edit: Arguably, unusual skill uses should probably be allowed with a penalty. I’m pretty sure there’s some advice to that effect, but I can’t remember which section it’s in. It’s in the Adjusting Difficulty section.

lol, they've done themselves pretty well at covering themselves if you want to go that route.
 

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top