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Is Pathfinder 2 Paizo's 4E?
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<blockquote data-quote="kenada" data-source="post: 7644795" data-attributes="member: 70468"><p>No, I don’t think you’re being unfair. Let me expand on that a bit.</p><p></p><p>The actual core mechanics of PF2 are pretty simple. There are really only a handful: making checks (and rolling damage), the action economy, and traits. All kinds of checks resolve the same way. PF2 doesn’t have exceptions for attacks or saving throws or skills like PF1 or 5e have. The action economy also doesn’t either. The situations PF1 and 5e special case just fall out naturally because of of the way the action economy works. The complicating factor is the traits system, but I think it’s also the traits system that helps facilitate rulings. How I think it does that is by isolating the GM from the rest of the rules when making rulings.</p><p></p><p>As a GM, when the players do something that doesn’t fall under the game’s existing actions, I have to decide how that interacts with the rest of the system. Maybe I don’t decide everything right away, but I’ll have to make another ruling if it comes up later. Suppose the fighter does something that requires focus, and the barbarian wants to do it too, but he also wants to do it while raging. Without traits (e.g., PF1 or 5e), I have to make a ruling based on what I think the intent of the system is — or just whatever I think makes sense. With traits, I still have to make a ruling, but I now have the concentrate trait to help me with that. If I do decide the activity has the concentrate trait, then not only do we know whether the barbarian can do it while raging (no), but we also know other things like whether it can be done constantly while exploring (not without gaining fatigue). Being able to adjudicate once and letting the system take care of the rest strikes me as a helpful simplification for the GM when running the game.</p></blockquote><p></p>
[QUOTE="kenada, post: 7644795, member: 70468"] No, I don’t think you’re being unfair. Let me expand on that a bit. The actual core mechanics of PF2 are pretty simple. There are really only a handful: making checks (and rolling damage), the action economy, and traits. All kinds of checks resolve the same way. PF2 doesn’t have exceptions for attacks or saving throws or skills like PF1 or 5e have. The action economy also doesn’t either. The situations PF1 and 5e special case just fall out naturally because of of the way the action economy works. The complicating factor is the traits system, but I think it’s also the traits system that helps facilitate rulings. How I think it does that is by isolating the GM from the rest of the rules when making rulings. As a GM, when the players do something that doesn’t fall under the game’s existing actions, I have to decide how that interacts with the rest of the system. Maybe I don’t decide everything right away, but I’ll have to make another ruling if it comes up later. Suppose the fighter does something that requires focus, and the barbarian wants to do it too, but he also wants to do it while raging. Without traits (e.g., PF1 or 5e), I have to make a ruling based on what I think the intent of the system is — or just whatever I think makes sense. With traits, I still have to make a ruling, but I now have the concentrate trait to help me with that. If I do decide the activity has the concentrate trait, then not only do we know whether the barbarian can do it while raging (no), but we also know other things like whether it can be done constantly while exploring (not without gaining fatigue). Being able to adjudicate once and letting the system take care of the rest strikes me as a helpful simplification for the GM when running the game. [/QUOTE]
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