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Here's A Pathfinder 2E Goblin
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<blockquote data-quote="D1Tremere" data-source="post: 7784865" data-attributes="member: 61148"><p>I'm not sure if you are serious, but I will give a few examples from my playtest deluxe copy.</p><p></p><p>Elf - Nimble - Additionally, when you use the stride action, you can ignore difficult terrain in one square during that move (P.27). (One square ? That is some very tactical combat mechanics).</p><p></p><p>Fighter - Attack of Opportunity Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it is using (P.87). (AoOs are so full of conditions and key words it feels like Final Fantasy Tactics instead of a tabletop RPG).</p><p></p><p>Paladin - Retributive Strike (uses a ton of conditions and requires position tracking, and don't get me started on the whole hardness and dents tracking for shields) (P.106). </p><p></p><p>Shove - (Forced movement/space).</p><p></p><p>Exploration Mode and Fatigue (Requires micromanaging actions, conditions, tactical games states, Etc.) ((P.36)</p><p></p><p>Turning to the Pathfinder Playtest Bestiary we see Goblins have the same scuttle ability, Gnolls are even worse with their pack tactics rules.</p><p></p><p>PF2 not only has an extremely detailed rule for everything like 3.5 did (Hazard rules for a slamming door? Seriously?), but it also adds in a glossary of terms, triggers, abbreviations, and key words to make them all feel very mechanical and unavoidable like 4E. I'm not saying any of this makes it a bad game, but for me it is the opposite of the design direction I prefer.</p><p></p><p>Rogue: "My attack action triggers double debilitation, inflicting both entangled and enfeebled 1" DM: "Did you remember that your movement provoked an attack from the targets ally in 5ft that inflicted slow 1 to you?" Rogue: That is only because I got a single success on my last sabotage action, inflicting a dent on his weapon instead of destroying it."</p></blockquote><p></p>
[QUOTE="D1Tremere, post: 7784865, member: 61148"] I'm not sure if you are serious, but I will give a few examples from my playtest deluxe copy. Elf - Nimble - Additionally, when you use the stride action, you can ignore difficult terrain in one square during that move (P.27). (One square ? That is some very tactical combat mechanics). Fighter - Attack of Opportunity Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it is using (P.87). (AoOs are so full of conditions and key words it feels like Final Fantasy Tactics instead of a tabletop RPG). Paladin - Retributive Strike (uses a ton of conditions and requires position tracking, and don't get me started on the whole hardness and dents tracking for shields) (P.106). Shove - (Forced movement/space). Exploration Mode and Fatigue (Requires micromanaging actions, conditions, tactical games states, Etc.) ((P.36) Turning to the Pathfinder Playtest Bestiary we see Goblins have the same scuttle ability, Gnolls are even worse with their pack tactics rules. PF2 not only has an extremely detailed rule for everything like 3.5 did (Hazard rules for a slamming door? Seriously?), but it also adds in a glossary of terms, triggers, abbreviations, and key words to make them all feel very mechanical and unavoidable like 4E. I'm not saying any of this makes it a bad game, but for me it is the opposite of the design direction I prefer. Rogue: "My attack action triggers double debilitation, inflicting both entangled and enfeebled 1" DM: "Did you remember that your movement provoked an attack from the targets ally in 5ft that inflicted slow 1 to you?" Rogue: That is only because I got a single success on my last sabotage action, inflicting a dent on his weapon instead of destroying it." [/QUOTE]
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