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Mark Seifter wants to set the record straight: Feats and Improvisation in Pathfinder 2e (Video)
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<blockquote data-quote="Justice and Rule" data-source="post: 9405869" data-attributes="member: 6778210"><p>It already does, it just doesn't give a set out scale. You can temper things to the situation as you like. Remember that we're already talking about a system where it doesn't ask you to add modifiers together, it simply says "You take the worst modifier of these three aspects and go" so creating a bunch of modifiers to add together isn't exactly what the system is about. If you want to create a more complex VP subsystem, okay, but that's just the influence subsystem from the GMG. It's good to have that, but I don't think the system should necessarily be <em>built </em>around that.</p><p></p><p></p><p></p><p>But maybe they don't want specific rules because they want the GM to have some level of flexibility in what is an <em>exploration</em> action? This is a roleplay skill, not a combat skill, and thus I'm guessing they want to give GMs more leeway in how that stuff functions.</p><p></p><p></p><p></p><p>I mean, you say under "a very specific circumstances" but the three big Coercion feats eliminate</p><p></p><p>1) The Language/Spoken Penalty you're talking about</p><p>2) The Group Penalty</p><p>3) The Time Penalty</p><p></p><p>all three of which you talk about as modifiers, so I feel like your description of the feats is at odds with how you are actually trying to pitch your solution. I also like the style of those feats way more than "Here's a generic bonus", not only for flavor but also because giving out generalized bonuses in a game where that clashes with the general design.</p><p></p><p>Edit: Technically <em>Intimidating Glare </em>is for Demoralize rather than Coerce, but my point largely stands.</p><p></p><p></p><p></p><p>You're complaining about them giving a starting "scope" and "duration". That's not granularity as much as a basic framework.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 9405869, member: 6778210"] It already does, it just doesn't give a set out scale. You can temper things to the situation as you like. Remember that we're already talking about a system where it doesn't ask you to add modifiers together, it simply says "You take the worst modifier of these three aspects and go" so creating a bunch of modifiers to add together isn't exactly what the system is about. If you want to create a more complex VP subsystem, okay, but that's just the influence subsystem from the GMG. It's good to have that, but I don't think the system should necessarily be [I]built [/I]around that. But maybe they don't want specific rules because they want the GM to have some level of flexibility in what is an [I]exploration[/I] action? This is a roleplay skill, not a combat skill, and thus I'm guessing they want to give GMs more leeway in how that stuff functions. I mean, you say under "a very specific circumstances" but the three big Coercion feats eliminate 1) The Language/Spoken Penalty you're talking about 2) The Group Penalty 3) The Time Penalty all three of which you talk about as modifiers, so I feel like your description of the feats is at odds with how you are actually trying to pitch your solution. I also like the style of those feats way more than "Here's a generic bonus", not only for flavor but also because giving out generalized bonuses in a game where that clashes with the general design. Edit: Technically [I]Intimidating Glare [/I]is for Demoralize rather than Coerce, but my point largely stands. You're complaining about them giving a starting "scope" and "duration". That's not granularity as much as a basic framework. [/QUOTE]
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Mark Seifter wants to set the record straight: Feats and Improvisation in Pathfinder 2e (Video)
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