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Is this a fair review of PF2?
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<blockquote data-quote="The Crimson Binome" data-source="post: 8096222" data-attributes="member: 6775031"><p>I'm honestly not too concerned with high-level characters. (A level 5 character is fairly high-level, as far as things go.) What I care about is having a <em>world</em> that makes sense; and the behavior of a few outliers does not tell us much about that. </p><p></p><p>The ability of some people to survive incredible impacts is one thing. I can buy that some people just <em>will. not. die. </em>even when common sense says that they should. That's a thing. (And there's no point in arguing that sword-damage is mitigated by luck, as long as fall-damage is toughness. You don't need luck when we know that you really are <em>that</em> tough.)</p><p></p><p>The canonical existence of "luck" has major implications for the setting, though. If people really are being hit and physically injured, but all wounds automatically heal overnight, then that has major implications for the setting. If an attack roll that "hits" does not translate into a physical impact within the narrative, then that has catastrophic consequences for our world model, because now we have no idea what's actually going on in combat.</p><p></p><p>Yes, heroic adventurers are distinct from non-adventuring NPCs, and the book tells us what that means. It generally translates into better stats and more hit points. It's never suggested that they actually use a different ruleset. An NPC with Strength 10 and 4hp interacts with the same rules as a PC with Strength 20 and 400hp; they just plug different numbers into the same formulae. Which is great! And moreover, it's the only way things really could work, without writing a whole other ruleset to govern different segments of the population.</p><p></p><p>Although I suppose that could work, if they really wanted to write two different rulesets into the book, it's never really been suggested as what they're trying to do here. "You play as a demi-god, with the ability to regenerate from any wound over the course of an hour," has a much more limited appeal than, "You play as a hero, who is stronger and more capable than normal people," does.</p><p></p><p>For the sake of PF2, though, it's probably best to not derail this thread any further. The designers made their choice, that they care much more about building a balanced skirmish game than they do about having a believable world setting, and nothing we can do will change that.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 8096222, member: 6775031"] I'm honestly not too concerned with high-level characters. (A level 5 character is fairly high-level, as far as things go.) What I care about is having a [I]world[/I] that makes sense; and the behavior of a few outliers does not tell us much about that. The ability of some people to survive incredible impacts is one thing. I can buy that some people just [I]will. not. die. [/I]even when common sense says that they should. That's a thing. (And there's no point in arguing that sword-damage is mitigated by luck, as long as fall-damage is toughness. You don't need luck when we know that you really are [I]that[/I] tough.) The canonical existence of "luck" has major implications for the setting, though. If people really are being hit and physically injured, but all wounds automatically heal overnight, then that has major implications for the setting. If an attack roll that "hits" does not translate into a physical impact within the narrative, then that has catastrophic consequences for our world model, because now we have no idea what's actually going on in combat. Yes, heroic adventurers are distinct from non-adventuring NPCs, and the book tells us what that means. It generally translates into better stats and more hit points. It's never suggested that they actually use a different ruleset. An NPC with Strength 10 and 4hp interacts with the same rules as a PC with Strength 20 and 400hp; they just plug different numbers into the same formulae. Which is great! And moreover, it's the only way things really could work, without writing a whole other ruleset to govern different segments of the population. Although I suppose that could work, if they really wanted to write two different rulesets into the book, it's never really been suggested as what they're trying to do here. "You play as a demi-god, with the ability to regenerate from any wound over the course of an hour," has a much more limited appeal than, "You play as a hero, who is stronger and more capable than normal people," does. For the sake of PF2, though, it's probably best to not derail this thread any further. The designers made their choice, that they care much more about building a balanced skirmish game than they do about having a believable world setting, and nothing we can do will change that. [/QUOTE]
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