I feel like you'd have a bunch of people saying "These casters are so generic, they all just feel like one another" especially if you are talking about flavoring the magics around the previous classes instead of just giving the lists more flavor.
As it stands, I don't really care for these...
I mean, it's changed like 3 times. Again, trying to balance for people who play at home as well as something for Society play isn't easy and is almost certainly the problem.
Yeah, when I think of the fiddly bits of PF2, I think Poisons/Afflictions and the Counteract system, though I think the latter would be solved by creating a clearer table (in trying to put all the info they could, they made it incredibly difficult to read). Maybe also the Crafting system, but I...
No, I'm just willing to engage with the design ethos. Like, tags aren't meant to explain something; they are "tags" because they are quick rules references for GMs. For the most part they mean what they say, and if you have a passing familiarity with the rules, they make it easy to understand...
I mean, WotC doesn't even have to go crazy, they can just design a new edition that doesn't jive with what Kobold is making. But yeah, pre-baking your own branch of 5E is simply good from a future stability point, as it means you don't have to completely depend on what Wizards will do when it...
They absolutely do? Like, "Subtle", "Mental", "Emotion", and yes, "Manipulate" all do or involve what they say on the tin. But more than that, it's not that the tags make it immediately identifiable to someone who doesn't know the rules, but allows someone who has a passing knowledge of them to...
Counteract definitely needs to be simpler. One of the remnants of something that feels a bit more like PF1 than 2.
Sure, sure, though I think they've done a decent job at keeping things more consistent rather than making every spell have bespoke mechanics and effects. I still find most people...
I dunno if anyone has access to the ICv2 charts (I feel like just a few years ago we used to get articles with the rankings, but I guess given that those are under a paywall they don't like to see that stuff out there anymore), but I don't see how things have changed much for the top 2. It'd be...
Exactly. The biggest problems when it comes to learning PF2 are largely from games that are similar and use similar vocabulary/mechanics.
But the mechanics themselves are more clear by comparison, and added complexity helps create added flavor and distinction; the immediate example that comes...
Honestly it's not as complex as it is broad-scoped, even: the rules mechanics are fairly consistent, so you generally know what levers do what things. There are special interactions, but a lot of those don't come up if you don't choose to have them, so you don't need to know about them to play...
I feel like you really have no understanding of the system, largely because I've run this with people who haven't played TTRPGs before and they had no problem understanding the system. I think most of my players have found it more intuitive than something like 5E, largely because the system is...