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Is this a fair review of PF2?
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<blockquote data-quote="FrozenNorth" data-source="post: 8097587" data-attributes="member: 7020832"><p>I'm sorry I wasn't able to respond to this post earlier, especially as it seems to have blown up somewhat. I cannot confirm that it literally 40 minutes of table time to deal with healing: I was not watching the clock. However, it definitely took longer than 10 minutes' table time, and it definitely felt extremely pointless and time-consuming.</p><p></p><p>To provide an idea of how it went: </p><p>End of combat.</p><p>Main Healer guy: Anyone need healing? (pretty much the entire party has taken at least a little damage)</p><p>Main Healer guy: OK, I heal character X.</p><p>((Rolls Medicine Check. He's pretty effective, so it generally succeeds, but no crit.))</p><p>DM: OK, what are the rest of you doing during this 10 minute period?</p><p>((Go around the table to the other 4 characters (minus healer and healee) to see what they are doing during this bloc. No one wants to say they don't do anything, so everyone tries to come up with something. Often, one of the 3 other characters with healing will try to heal someone else, but because we are less than level 4, and none of them have great Wisdom, it generally fails, but they mark off the attempt anyway.))</p><p>2nd 10 minute bloc</p><p>Main Healer guy: I continue healing the guy I'm healing.</p><p>((Rolls Medecine Check. Another success, no crit)).</p><p>DM: What are the rest of you doing during THIS 10 minute period?</p><p>((Go around the table again. One of the other characters with healing attempts to heal a different character. Let's say it succeeds this time. The other characters come up with what they are doing the 2nd 10-minute period.))</p><p>Repeat until everyone is healed. Since it generally takes about 5 or 6 10-minute blocs to heal everyone, this takes a considerable amount of table time.</p><p></p><p>The worst part is that IT DOESN'T MATTER AT ALL. We are going to take the time to heal anyway. The DM didn't make wandering monster rolls. We left the dungeon TWICE for long rests, and none of the other monsters left their rooms. This was a massive subsystem that did not seem to exist except to grind the game to a halt.</p><p></p><p>In the vein of similar subsystems that grind the game to a halt for no benefit. Picking standard locks now requires multiple successes. Does this improve gameplay in any manner whatsoever? No. All it means is that only the rogue gets to interact with the game for however long it takes him to roll 3 successes. If he fails? No consequences. Just continue rolling until you succeed.</p></blockquote><p></p>
[QUOTE="FrozenNorth, post: 8097587, member: 7020832"] I'm sorry I wasn't able to respond to this post earlier, especially as it seems to have blown up somewhat. I cannot confirm that it literally 40 minutes of table time to deal with healing: I was not watching the clock. However, it definitely took longer than 10 minutes' table time, and it definitely felt extremely pointless and time-consuming. To provide an idea of how it went: End of combat. Main Healer guy: Anyone need healing? (pretty much the entire party has taken at least a little damage) Main Healer guy: OK, I heal character X. ((Rolls Medicine Check. He's pretty effective, so it generally succeeds, but no crit.)) DM: OK, what are the rest of you doing during this 10 minute period? ((Go around the table to the other 4 characters (minus healer and healee) to see what they are doing during this bloc. No one wants to say they don't do anything, so everyone tries to come up with something. Often, one of the 3 other characters with healing will try to heal someone else, but because we are less than level 4, and none of them have great Wisdom, it generally fails, but they mark off the attempt anyway.)) 2nd 10 minute bloc Main Healer guy: I continue healing the guy I'm healing. ((Rolls Medecine Check. Another success, no crit)). DM: What are the rest of you doing during THIS 10 minute period? ((Go around the table again. One of the other characters with healing attempts to heal a different character. Let's say it succeeds this time. The other characters come up with what they are doing the 2nd 10-minute period.)) Repeat until everyone is healed. Since it generally takes about 5 or 6 10-minute blocs to heal everyone, this takes a considerable amount of table time. The worst part is that IT DOESN'T MATTER AT ALL. We are going to take the time to heal anyway. The DM didn't make wandering monster rolls. We left the dungeon TWICE for long rests, and none of the other monsters left their rooms. This was a massive subsystem that did not seem to exist except to grind the game to a halt. In the vein of similar subsystems that grind the game to a halt for no benefit. Picking standard locks now requires multiple successes. Does this improve gameplay in any manner whatsoever? No. All it means is that only the rogue gets to interact with the game for however long it takes him to roll 3 successes. If he fails? No consequences. Just continue rolling until you succeed. [/QUOTE]
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