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<blockquote data-quote="Thomas Shey" data-source="post: 9047658" data-attributes="member: 7026617"><p>I think this overstates it a little bit, but its bringing up an important point; completely ignoring what other people are doing in terms of character creation or what function you'll serve in a team is not likely to go well, and there's a price for deliberately building a character subpar (this is <em>not</em> the same as not optimizing them--the mid to top range of PF2e is usually close enough that you won't be punished for the former in play to a visible level.) My personal opinion is that there are group construction that aren't going to go well, but they aren't usually ones that would have gone well in D&D 3e, 4e or even most earlier editions either (I don't feel competent to speak of 5e) such as all martial parties or parties completely lacking in frontline types</p><p></p><p></p><p></p><p>Though, this can be overstated. Its only likely to be visible when dealing with up-level encounters, or encounters where peculiarities of group construction interact with quirks of the particular opponents badly.</p><p></p><p></p><p></p><p>This is pretty boggling to hear, since not paying attention to Recall Knowledge seems like a way to slam face-first into opponents Resistances as you advance, and that's not going to be pleasant.</p><p></p><p></p><p></p><p>My suggestion has been "was fighting the last war". PF1e, like D&D3e had a CR system that failed out progressively as you leveled, as it started to consistently overstate the hazard of encounters relative to the PCs. I expect the early writers were subconsciously carrying over that assumption to PF2e and upgraded the encounters higher than they should have because of it.</p><p></p><p></p><p></p><p>Though, honestly, this is mostly an issue with weapons, armor and resistance items. Most of the other stuff is colorful and sometimes useful, but I forget I have them half the time and its had little visible impact. Not having things that improve your AC, saves, attack, damage or resistances is a different story.</p><p></p><p></p><p></p><p>Though this is hit or miss. I've gone through whole sessions where I didn't need them, and had situations come up where I desperately did.</p><p></p><p></p><p></p><p>There's one special case where this isn't necessarily true; a particular rogue build goes out of its way to minimize its multi-action penalty. While they still will sometimes have better things to do with their third action, its not actually stupid for them to use it to attack.</p><p></p><p></p><p></p><p>Eh. Its not that painful once you're going to have the in-combat specialist anyway to invest in the feats and Medicine skill to do it out of combat too. Most of its skill feats which are cheap to come by anyway.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9047658, member: 7026617"] I think this overstates it a little bit, but its bringing up an important point; completely ignoring what other people are doing in terms of character creation or what function you'll serve in a team is not likely to go well, and there's a price for deliberately building a character subpar (this is [I]not[/I] the same as not optimizing them--the mid to top range of PF2e is usually close enough that you won't be punished for the former in play to a visible level.) My personal opinion is that there are group construction that aren't going to go well, but they aren't usually ones that would have gone well in D&D 3e, 4e or even most earlier editions either (I don't feel competent to speak of 5e) such as all martial parties or parties completely lacking in frontline types Though, this can be overstated. Its only likely to be visible when dealing with up-level encounters, or encounters where peculiarities of group construction interact with quirks of the particular opponents badly. This is pretty boggling to hear, since not paying attention to Recall Knowledge seems like a way to slam face-first into opponents Resistances as you advance, and that's not going to be pleasant. My suggestion has been "was fighting the last war". PF1e, like D&D3e had a CR system that failed out progressively as you leveled, as it started to consistently overstate the hazard of encounters relative to the PCs. I expect the early writers were subconsciously carrying over that assumption to PF2e and upgraded the encounters higher than they should have because of it. Though, honestly, this is mostly an issue with weapons, armor and resistance items. Most of the other stuff is colorful and sometimes useful, but I forget I have them half the time and its had little visible impact. Not having things that improve your AC, saves, attack, damage or resistances is a different story. Though this is hit or miss. I've gone through whole sessions where I didn't need them, and had situations come up where I desperately did. There's one special case where this isn't necessarily true; a particular rogue build goes out of its way to minimize its multi-action penalty. While they still will sometimes have better things to do with their third action, its not actually stupid for them to use it to attack. Eh. Its not that painful once you're going to have the in-combat specialist anyway to invest in the feats and Medicine skill to do it out of combat too. Most of its skill feats which are cheap to come by anyway. [/QUOTE]
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