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Another Deadly Session, and It's Getting Old
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<blockquote data-quote="!DWolf" data-source="post: 8105517" data-attributes="member: 7026314"><p>I am not sure how much more clearly I can say this: this is not what I’m trying to do. I am trying to point out to you that you (inadvertently) made a flawed assumption about how the game is intended to be run. Your mechanical difficulties arise from that assumption. </p><p></p><p>I will put another analogy here that you will ignore: consider an Eclipse Phase 1e player who assumes that it is to be played in a bust down the door no tactics combat style... the game will not work well mechanically for them. They will burst into the first room and some punk with a shredder will turn them into a fine mist.</p><p></p><p>Note: I am not saying that the games can’t be modified to run in a different styles - they can and I fully support doing so. Its just some mechanical alterations may be necessary to facilitate that. What I am saying is that examining your underlying assumptions of how a game is to be played might reveal why you have mechanical difficulty while others do not.</p><p></p><p></p><p></p><p>Peoples mechanical difficulties are arising from style mismatches: I am trying to point that out. Your healing example is a perfect example of that. You assume that, because it is not generally necessary to avoid/trivialize fights in DND 5e (because they are so easy), then it is also not necessary to attempt to avoid/trivialize fights in systems where fights are much harder (like pf2). That is an incorrect assumption that causes, when you barge into fight after fight, you to get wrecked which causes your issues with the healing system.</p><p></p><p>You also complain that avoiding/trivializing fights in pf2 is difficult because of the detailed mechanics (where dnd 5e had much looser mechanics). But you are missing that PF2 is expecting players to try to avoiding/trivialize fights as a major part of gameplay (see all those quotes from my previous post) and so provides more mechanical support, more limitations, and more customization in this area.</p><p></p><p></p><p></p><p>I provided numerous quotes from other sections of the game offering similar advice. You ignored them. It is quite obvious that I am wasting time responding to you when you will not read my posts or engage my central point. So I will no longer do so and focus on more constructive activities.</p></blockquote><p></p>
[QUOTE="!DWolf, post: 8105517, member: 7026314"] I am not sure how much more clearly I can say this: this is not what I’m trying to do. I am trying to point out to you that you (inadvertently) made a flawed assumption about how the game is intended to be run. Your mechanical difficulties arise from that assumption. I will put another analogy here that you will ignore: consider an Eclipse Phase 1e player who assumes that it is to be played in a bust down the door no tactics combat style... the game will not work well mechanically for them. They will burst into the first room and some punk with a shredder will turn them into a fine mist. Note: I am not saying that the games can’t be modified to run in a different styles - they can and I fully support doing so. Its just some mechanical alterations may be necessary to facilitate that. What I am saying is that examining your underlying assumptions of how a game is to be played might reveal why you have mechanical difficulty while others do not. Peoples mechanical difficulties are arising from style mismatches: I am trying to point that out. Your healing example is a perfect example of that. You assume that, because it is not generally necessary to avoid/trivialize fights in DND 5e (because they are so easy), then it is also not necessary to attempt to avoid/trivialize fights in systems where fights are much harder (like pf2). That is an incorrect assumption that causes, when you barge into fight after fight, you to get wrecked which causes your issues with the healing system. You also complain that avoiding/trivializing fights in pf2 is difficult because of the detailed mechanics (where dnd 5e had much looser mechanics). But you are missing that PF2 is expecting players to try to avoiding/trivialize fights as a major part of gameplay (see all those quotes from my previous post) and so provides more mechanical support, more limitations, and more customization in this area. I provided numerous quotes from other sections of the game offering similar advice. You ignored them. It is quite obvious that I am wasting time responding to you when you will not read my posts or engage my central point. So I will no longer do so and focus on more constructive activities. [/QUOTE]
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