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Another Deadly Session, and It's Getting Old
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<blockquote data-quote="CapnZapp" data-source="post: 8105426" data-attributes="member: 12731"><p>I am highlighting rules elements that can be perceived as complex, cluttery, difficult to use or all three. If a game is best run with house rules that bypass its elements, that definitely needs to be made clear. Obviously there can exist a play group that is entirely fine with the rules as written, but that does not mean we can't put a spotlight on a game when it gates the flow of information "behind a rather elaborate process".</p><p></p><p>Moreover, I feel it is entirely reasonable to ask the question "but how is this meant to be used?"</p><p></p><p>The answer "you're supposed to make a Recall Knowledge check" isn't a satisfactory answer. It's just the start, not the end. Suggesting otherwise would be to imply that "make a Recall Knowledge check" is fine, and not without problems of its own.</p><p></p><p>First off, are we talking about three checks here?</p><p>1) make a Perception to spot the trap</p><p>2) make a RK check to understand "you can use Religion to disable it"</p><p>3) make a Religion check to actually disable it</p><p></p><p>Statistically this makes no sense. Yes, I am asserting that this alleged sequence is <strong>objectively broken</strong>. Why? Because checks almost never have much more than a 50% chance of success in PF2! The fact that three checks must succeeds tells us that there is only a 12.5% chance of actually disabling this trap, even without knowing the specifics (individual trap DC, individual skill bonuses, other circumstances). <span style="font-size: 12px">You could argue the Perception check could be assumed to have a much greater probability of success if we assume every party member does a search before a feature is interacted with, but a) the chance would still remain at or below 25% and b) I don't actually agree this assumption is very reasonable.</span></p><p></p><p>Then, the issue of what to say and how to describe it. If there is no way to describe what <strong>the character</strong> sees and experiences the process will come across as artificial and "gamey". </p><p></p><p>This is usually not a problem with D&D traps in general. "You see a tripwire". "Okay, so I need to cut it without releasing tension". "You would use Thievery to accomplish that". Note that the conversion from in-game knowledge/conclusions is done after the group understands what needs to be done (roughly). How do the PF2 designers envision this conversation going for a trap described as "An object haunted by the echoes of a vicious mind attempts to kill someone who comes near"? They give us no clue.</p><p></p><p>I am fully aware that sometimes the "inner workings" of a fantasy element can be abstract and that any "explanation" can be just <a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/Technobabble" target="_blank">"technobabble"</a> (but without the "techno" I guess). But then some technobabble terms needs to be given out so to help roleplaying the encounter: "You see a thingamagog." "Okay so I need to reflux its capacitors without causing overburn." "You would do that by making a Engineering check".</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8105426, member: 12731"] I am highlighting rules elements that can be perceived as complex, cluttery, difficult to use or all three. If a game is best run with house rules that bypass its elements, that definitely needs to be made clear. Obviously there can exist a play group that is entirely fine with the rules as written, but that does not mean we can't put a spotlight on a game when it gates the flow of information "behind a rather elaborate process". Moreover, I feel it is entirely reasonable to ask the question "but how is this meant to be used?" The answer "you're supposed to make a Recall Knowledge check" isn't a satisfactory answer. It's just the start, not the end. Suggesting otherwise would be to imply that "make a Recall Knowledge check" is fine, and not without problems of its own. First off, are we talking about three checks here? 1) make a Perception to spot the trap 2) make a RK check to understand "you can use Religion to disable it" 3) make a Religion check to actually disable it Statistically this makes no sense. Yes, I am asserting that this alleged sequence is [B]objectively broken[/B]. Why? Because checks almost never have much more than a 50% chance of success in PF2! The fact that three checks must succeeds tells us that there is only a 12.5% chance of actually disabling this trap, even without knowing the specifics (individual trap DC, individual skill bonuses, other circumstances). [SIZE=3]You could argue the Perception check could be assumed to have a much greater probability of success if we assume every party member does a search before a feature is interacted with, but a) the chance would still remain at or below 25% and b) I don't actually agree this assumption is very reasonable.[/SIZE] Then, the issue of what to say and how to describe it. If there is no way to describe what [B]the character[/B] sees and experiences the process will come across as artificial and "gamey". This is usually not a problem with D&D traps in general. "You see a tripwire". "Okay, so I need to cut it without releasing tension". "You would use Thievery to accomplish that". Note that the conversion from in-game knowledge/conclusions is done after the group understands what needs to be done (roughly). How do the PF2 designers envision this conversation going for a trap described as "An object haunted by the echoes of a vicious mind attempts to kill someone who comes near"? They give us no clue. I am fully aware that sometimes the "inner workings" of a fantasy element can be abstract and that any "explanation" can be just [URL='https://tvtropes.org/pmwiki/pmwiki.php/Main/Technobabble']"technobabble"[/URL] (but without the "techno" I guess). But then some technobabble terms needs to be given out so to help roleplaying the encounter: "You see a thingamagog." "Okay so I need to reflux its capacitors without causing overburn." "You would do that by making a Engineering check". [/QUOTE]
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