Thomas Shey
Legend
5.5 has Hero Points?
I think you've gotten confused what thread this is, Micah.
5.5 has Hero Points?
I didn't know know PF2 had Hero Points either. Has it taken PF in a more narrative direction than the original? I thought PF2's issue for me was the IMO excessive reliance on mechanics over fiction.I think you've gotten confused what thread this is, Micah.
I didn't know know PF2 had Hero Points either. Has it taken PF in a more narrative direction than the original? I thought PF2's issue for me was the IMO excessive reliance on mechanics over fiction.
Cool. That's what I thought, and why I bounced off it hard when I played it last year.They're not very thoroughly integrated; all they do is buy you a reroll. You also don't get a lot of them (1-3 by GM choice). I think its fair to say that from your perspective you'd consider the system excessively game oriented, not excessively narrative oriented.
Cool. That's what I thought, and why I bounced off it hard when I played it last year.
When a character is downed, their initiative is changed to immediately after the character that downed them. This ensures that the party has a full round to intervene to save them. Forgetting this rule increases the lethality of the game.I don't disagree with the third, but I'm not even sure what the first two mean, let alone whether they're critical to the function of the game.
You can also use them as a heroic second wind when you are downed, so if the GM only grants them sparingly, it could kill your character.Honestly, the use of Hero Points in my experience is more of a "I really don't want to fumble this save I think" or "This seems like a bad time to miss" than anything else. Its putting its thumb in a minor way on the fact that D20's are so swingy, and the impact that can have on the way PF2e handles fumble/miss/hit/crit.
When a character is downed, their initiative is changed to immediately after the character that downed them. This ensures that the party has a full round to intervene to save them. Forgetting this rule increases the lethality of the game.
The second issue is more niche, but there are quite a few feats that can be invalidated if the DM essentially ignores the rules associated with them. Feats modifying the « Make an Impression » action is an easy example, since there are a lot of feats that interact with it but every DM I’ve played with just ignores the action.
Recall Knowledge would also be a good candidate for this.
You can also use them as a heroic second wind when you are downed, so if the GM only grants them sparingly, it could kill your character.