Right, this is the response of somebody who likes and gets the design ethos.
No, I'm just willing to
engage with the design ethos. Like, tags aren't meant to explain something; they are "tags" because they are quick rules references for GMs. For the most part they mean what they say, and if you have a passing familiarity with the rules, they make it easy to understand what common rules it does or doesn't follow before you read the spell block.
Like, any player who has a passing familiarity with PF2 is going to know that any Incapacitation spell is going to have limited use on boss monsters before even reading what the spell does because the rule is called out immediately. Again, it's an
organizational aid, not an explainer.
But you have to have a broad understanding of the design space of PF2’s unique choices to make them be “obvious;” and it’s rooted in a deliberate design choice to be complex for its own sake to make people who enjoy a high degree of system mastery and a certain style of very idiosyncratic decision making happy.
Is it even a unique choice? Bunches of games use tags. Calling it "idiosyncratic" is feels like a reach.
I'm assuming a core conceit of PF2 is avoiding exception based / ability distinct design? So you've got a much higher up-front cognitive cost, but you don't have to worry about unique monsters or abilities have their own sub-rules?
Generally? The tags reference a lot of specific rules and conditions, and while you can have individualized attacks, the tags make it so you can easily take care of edge cases. Let me use this one as an example:
So this is from the off-brand Aboleth stat block: an attack with a "unique" rider. So the attack has "Agile", which means that instead of having a -5/-10 for second and third attacks, it's -4/-8. Basically, the attack is closer to a light weapon. "Magical" means it's, well, magical. And "Reach 20" is also pretty obvious.
The second part is where the tags are particularly useful. "Curse" means that it can only be removed by techniques or spells that target curses, which is
incredibly useful because you can have a bunch of different sorts of attacks and long-term effects and I can immediately say "Yes, Cleanse Affliction will/will not work on this". "Occult" means it's using Occult magic power to do it. And "Manipulate" tells me you need the hand to do it, which is obvious but who knows what some enterprising rules lawyer might try to say.
Similarly, the effects are mostly standardized conditions: Clumsy is basically a -1 per level to Dexterity, Enfeebled is a -1 per level to Strength. -10 to speed is fairly obvious, but I will say it's not completely standardized.
Eg: from Draw Steel! (another tactical game which has a fair bit of complexity but streamlines the core tags quite a bit), some ability unique text (nothing else in the game turns you green) but core Attribute & "edge" Effects.
Turn Green 2d10 + 3 Villain Action 1
Area, Magic
(measure icon) 3 burst (target icon) Each enemy in the area
{<11 P<1 the target turns green (save ends)
12-16 P<2 the target turns green (save ends)
17+} P<3 the target turns green until the end of the encounter
Effect: Green shadows crawl out from under the bredbeddle’s feet and turn each target green. The bredbeddle has a double edge on power rolls against any target turned green this way.
Having read
Draw Steel I actually know what is going on here (lol). But that's part of the thing: the rules shorthand it because its assumed you read through the section which explains it. For example, I know what they mean by the P (Presence) and that if you are below that number, the extra effect applies. If you are vaguely familiar with the system (And I am
quite vague with the system), you can still glean a bunch of knowledge from just the basics.
Edit: Whoops, I brushed through the Effect sentence and didn't notice Double Edge, but that just means any roll basically goes up one level, so an <11 roll becomes a 12-16 and so on. A regular edge is just... a +2, if I remember correctly? But I might not.
4E was the same way, where I kind of brushed off it because it wasn't written the way I was used to... but that was on me for not engaging with the design because it was unfamiliar to me. Once you have the bare basics, a lot of the powers and monsters suddenly make sense. Same with a game like PF2: it doesn't take much to really understand those tags, but it does take
something.