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Is It Time for PF2 "Essentials"?
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<blockquote data-quote="Justice and Rule" data-source="post: 8204544" data-attributes="member: 6778210"><p>Hm. <em>Hmmmm</em>. I think this is an interesting disconnect, because to me PF2 characters are way more<em> <em>à la carte </em></em>than other d20 games: Most class feats are generally for combat flavor, with some of them being more character-stylization (the Investigator being the one '"exception that proves the rule" in this case). Most <em>General </em>and <em>Skill </em>feats (which are available to everyone) concern roleplaying stuff beyond class. Plus there are no longer skill restrictions based on class, which opens up build possibilities a lot. </p><p></p><p></p><p></p><p>I can kind of see this one: stuff like familiars, animal companions, and wild shape have a modular approach where you have a sort of "base" and things are modified by your choices. I see both sides on it: you can have a cognitive disconnect between these things coming off a modular base rather than being completely individualized, but at the same completely individualized options make "must-picks" and "traps" more common because there will inevitably be less balance between the choices.</p><p></p><p>I think PF2 made the smart choice for its system in this case, though I can understand why it bounces off for some people. I think there are still some work they can do (man, there are some easy things I would want to do to the Dinosaur Shape choices to make them a little more varied, but I'd want to run the numbers to balance them a bit... a conversation for another day...), but it's grown on me.</p><p></p><p></p><p></p><p>Gonna put a guess out and say "more options": there are just more moves that balloon out the tactical aspect of the game. So many class feats create new actions to use, which means that old aspects that you might be okay with suddenly take up new importance, positioning and order of attacks becomes more important because of riders like attacks that need the "Flat-footed" condition or have the quality "Press", "Flourish", etc. I can see how this can suddenly feel like a greater emphasis on combat and its minutiae.</p><p></p><p></p><p></p><p>Thanks. Writing this out helped me grok your opinion a bit more. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 8204544, member: 6778210"] Hm. [I]Hmmmm[/I]. I think this is an interesting disconnect, because to me PF2 characters are way more[I] [I]à la carte [/I][/I]than other d20 games: Most class feats are generally for combat flavor, with some of them being more character-stylization (the Investigator being the one '"exception that proves the rule" in this case). Most [I]General [/I]and [I]Skill [/I]feats (which are available to everyone) concern roleplaying stuff beyond class. Plus there are no longer skill restrictions based on class, which opens up build possibilities a lot. I can kind of see this one: stuff like familiars, animal companions, and wild shape have a modular approach where you have a sort of "base" and things are modified by your choices. I see both sides on it: you can have a cognitive disconnect between these things coming off a modular base rather than being completely individualized, but at the same completely individualized options make "must-picks" and "traps" more common because there will inevitably be less balance between the choices. I think PF2 made the smart choice for its system in this case, though I can understand why it bounces off for some people. I think there are still some work they can do (man, there are some easy things I would want to do to the Dinosaur Shape choices to make them a little more varied, but I'd want to run the numbers to balance them a bit... a conversation for another day...), but it's grown on me. Gonna put a guess out and say "more options": there are just more moves that balloon out the tactical aspect of the game. So many class feats create new actions to use, which means that old aspects that you might be okay with suddenly take up new importance, positioning and order of attacks becomes more important because of riders like attacks that need the "Flat-footed" condition or have the quality "Press", "Flourish", etc. I can see how this can suddenly feel like a greater emphasis on combat and its minutiae. Thanks. Writing this out helped me grok your opinion a bit more. :) [/QUOTE]
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Is It Time for PF2 "Essentials"?
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