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General Tabletop Discussion
*Dungeons & Dragons
Is Combat Tedious on Purpose?
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<blockquote data-quote="Staffan" data-source="post: 9614517" data-attributes="member: 907"><p>IME, bonus actions are used far more by non-casters (or half-casters) than full casters. For non- or half-casters, the bonus action becomes "here's a thing you can do in addition to just attacking", which gives them some interesting (ideally) options. Casters usually get to have enough fun with just the one spell, and have rules specifically making it hard to use bonus actions (IIRC, 5.0 allows a bonus action leveled spell and a regular action cantrip but not vice versa; and I think they simplified it in 5.1 so you can just cast one leveled spell per round no matter what, thereby also closing the Action Surge loophole).</p><p></p><p></p><p>You have a point, but I have often found the PF2 action system restrictive, because it doesn't really allow for "extras".</p><p></p><p>For example, let's say we've just seen the villain run off and close the door behind them. In 5e, I can just move up to the door, open it, and follow the villain in hot pursuit. If the villain hasn't gotten too far, or I'm armed with a ranged weapon, I might even be able to attack. But in PF2, that's at least three actions: Stride to the door, Interact to open the door, and then Stride through and in pursuit of the villain. Definitely no attack. And if the GM is particularly strict, I might also have to spend some actions juggling items to get a free hand with which to Interact with the door.</p><p></p><p>Another thing I've seen in PF2 is that characters either tend to have a strict action routine they need to follow to be reasonably useful, or be bereft of useful third actions entirely. For example, your typical sword & board fighter would likely go Raise Shield, Stride, Strike in most cases, or if they start out next to a foe either Raise Shield, Strike, Strike-5 or Raise Shield, Strike, Step away (because there are many enemies you really don't want to start their turn next to you so they can do one of <strong>their</strong> 3-action routines). But as a caster, I usually spend 2 actions on casting something, and then I have another action. It's neat if I need to move, and in some cases it can be useful to try to Recall Knowledge or something, but I often find myself trying to figure out what to do with the third action. On the other hand, most rounds in D&D5 don't give much in the way of variety either, but in PF2 it feels more like I'm wasting a resource.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9614517, member: 907"] IME, bonus actions are used far more by non-casters (or half-casters) than full casters. For non- or half-casters, the bonus action becomes "here's a thing you can do in addition to just attacking", which gives them some interesting (ideally) options. Casters usually get to have enough fun with just the one spell, and have rules specifically making it hard to use bonus actions (IIRC, 5.0 allows a bonus action leveled spell and a regular action cantrip but not vice versa; and I think they simplified it in 5.1 so you can just cast one leveled spell per round no matter what, thereby also closing the Action Surge loophole). You have a point, but I have often found the PF2 action system restrictive, because it doesn't really allow for "extras". For example, let's say we've just seen the villain run off and close the door behind them. In 5e, I can just move up to the door, open it, and follow the villain in hot pursuit. If the villain hasn't gotten too far, or I'm armed with a ranged weapon, I might even be able to attack. But in PF2, that's at least three actions: Stride to the door, Interact to open the door, and then Stride through and in pursuit of the villain. Definitely no attack. And if the GM is particularly strict, I might also have to spend some actions juggling items to get a free hand with which to Interact with the door. Another thing I've seen in PF2 is that characters either tend to have a strict action routine they need to follow to be reasonably useful, or be bereft of useful third actions entirely. For example, your typical sword & board fighter would likely go Raise Shield, Stride, Strike in most cases, or if they start out next to a foe either Raise Shield, Strike, Strike-5 or Raise Shield, Strike, Step away (because there are many enemies you really don't want to start their turn next to you so they can do one of [B]their[/B] 3-action routines). But as a caster, I usually spend 2 actions on casting something, and then I have another action. It's neat if I need to move, and in some cases it can be useful to try to Recall Knowledge or something, but I often find myself trying to figure out what to do with the third action. On the other hand, most rounds in D&D5 don't give much in the way of variety either, but in PF2 it feels more like I'm wasting a resource. [/QUOTE]
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