Justice and Rule
Legend
Hello!
It's been a while since I've done this, but reading through some posts and having put my campaign on a brief hiatus got me to thinking about how to spice things up and address issues other people seem to have with the game. And when it comes to issues with the game, one of the obvious ones would be the Incapacitation trait: I think it's something everyone gets and, for the most part, is a good rule. However, I do understand some critiques of it, and I think people here have given good commentary on it. For example, @payn talking about the Bloodied condition and how you could potentially use that to create more of a shift in how the battle goes, and I know @Staffan has brought up how 13th Age allows spells to merely cause damage to certain levels of enemies instead of causing massive debuffs. And I think there is a way to integrate both these ideas into PF2's Incapacitation to make the game better. So let's get to it.
Note that when I say "creature", I mean "Non-Player Character". You could certainly allow this to affect players, but I don't see it being as big in that direction.
But the idea is that once you hit below half health, you can start to fire off the bigger spells, and depending on how big the slot is, while it might still be reduced by Incapacitation, you are forcing an already-wounded creature to spend its reduced hitpoints to do so. They can "power through", gritting teeth and straining muscle, but they'll likely still get a small effect and also take a bit of damage to boot. I tied it to the level of the technique or spell slot, to prevent someone from tossing bunches of first level spells and expecting to get a bunch of good damage off it. Same with making it a free reaction; you can't just wear it out like "Legendary Resistance".
You can modify the idea in a bunch of different ways (Add half the CR to the damage taken, make Bloodied reduce your level by a set amount instead of negating Incapacitation altogether), but I think the concept gets to what some of the people here wanted. Would be interested to see if this hits the sweet spot.
It's been a while since I've done this, but reading through some posts and having put my campaign on a brief hiatus got me to thinking about how to spice things up and address issues other people seem to have with the game. And when it comes to issues with the game, one of the obvious ones would be the Incapacitation trait: I think it's something everyone gets and, for the most part, is a good rule. However, I do understand some critiques of it, and I think people here have given good commentary on it. For example, @payn talking about the Bloodied condition and how you could potentially use that to create more of a shift in how the battle goes, and I know @Staffan has brought up how 13th Age allows spells to merely cause damage to certain levels of enemies instead of causing massive debuffs. And I think there is a way to integrate both these ideas into PF2's Incapacitation to make the game better. So let's get to it.
Bloodied
The Bloodied condition is reached when a creature reaches half health or below. While a creature is Bloodied, the Incapacitation effect no longer applies and they gain the special free reaction Powering Through.
Powering Through
When affected by something with the Incapacitation trait, a creature may take untyped damage equal to the Character Level of the attacker (if a technique) or double the level of the spell slot used (If a Spell) to count as not being Bloodied, and thus regain the benefits conferred by Incapacitation again. This damage cannot be increased or decreased by anything else, nor can it be negated.
Note that when I say "creature", I mean "Non-Player Character". You could certainly allow this to affect players, but I don't see it being as big in that direction.
But the idea is that once you hit below half health, you can start to fire off the bigger spells, and depending on how big the slot is, while it might still be reduced by Incapacitation, you are forcing an already-wounded creature to spend its reduced hitpoints to do so. They can "power through", gritting teeth and straining muscle, but they'll likely still get a small effect and also take a bit of damage to boot. I tied it to the level of the technique or spell slot, to prevent someone from tossing bunches of first level spells and expecting to get a bunch of good damage off it. Same with making it a free reaction; you can't just wear it out like "Legendary Resistance".
You can modify the idea in a bunch of different ways (Add half the CR to the damage taken, make Bloodied reduce your level by a set amount instead of negating Incapacitation altogether), but I think the concept gets to what some of the people here wanted. Would be interested to see if this hits the sweet spot.