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Is Pathfinder 2 Paizo's 4E?
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<blockquote data-quote="kenada" data-source="post: 7644510" data-attributes="member: 70468"><p>I think the dissonance between detail and abstraction you’re seeing is due to a shift in rule intent. The rules in PF1 are a sort of crappy simulation. Historically, when people improve those rules, they try to improve the simulation (e.g., through more/better detail). PF2 seems to be going in a different direction. There’s still an element of verisimilitude, but instead of honing the simulation, the rules seem positioned now more as a framework for making rulings (via uniform core mechanics that create rich results when combined with the trait system).</p><p></p><p>Viewed through that lens, the Stealth rules can be seen as providing an intuitive framework for managing the various states of visibility. During the playtest, Paizo even made tweaks to improve flow (renaming the sensed condition to hidden). I also think they wanted to make sure scenarios like <a href="https://paizo.com/threads/rzs2k2nd?Stealth-Doesnt-Work-or-How-Jack-B-Nimble" target="_blank">this one</a> could be handled by the rules as written, since that wasn’t the case in PF1. Stealth as written in PF1 (before it was errata’d) had a lot of problems. I wouldn’t be surprised if no one ran it as written. I certainly didn’t.</p></blockquote><p></p>
[QUOTE="kenada, post: 7644510, member: 70468"] I think the dissonance between detail and abstraction you’re seeing is due to a shift in rule intent. The rules in PF1 are a sort of crappy simulation. Historically, when people improve those rules, they try to improve the simulation (e.g., through more/better detail). PF2 seems to be going in a different direction. There’s still an element of verisimilitude, but instead of honing the simulation, the rules seem positioned now more as a framework for making rulings (via uniform core mechanics that create rich results when combined with the trait system). Viewed through that lens, the Stealth rules can be seen as providing an intuitive framework for managing the various states of visibility. During the playtest, Paizo even made tweaks to improve flow (renaming the sensed condition to hidden). I also think they wanted to make sure scenarios like [url=https://paizo.com/threads/rzs2k2nd?Stealth-Doesnt-Work-or-How-Jack-B-Nimble]this one[/url] could be handled by the rules as written, since that wasn’t the case in PF1. Stealth as written in PF1 (before it was errata’d) had a lot of problems. I wouldn’t be surprised if no one ran it as written. I certainly didn’t. [/QUOTE]
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