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Never give up on PF2
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<blockquote data-quote="Justice and Rule" data-source="post: 9382524" data-attributes="member: 6778210"><p>You're not wrong on that one. I understand the problem of skills going up might make things easier to identify things, but I generally do them it based on their rarity and adjust difficulty from there. I find there is some fun in not knowing a monster's capabilities, but that isn't necessarily for every combat and allowing players some easy recall checks to develop strategy is fine because it's already got a decent cost (Using an Action).</p><p></p><p></p><p></p><p>Some things need that, like spell difficulties, which are not necessarily based on the PCs themselves but on leveled things. What you talk about is not a wide-scaled thing in the base system: most things have intrinsic DCs (locks and manacles are a good example). That certain things have them doesn't suddenly mean they all have them, and for the things that do, sometimes it is a choice (the Earn Income one, for example).</p><p></p><p>I mean, hell, even those leveled checks are sort of a diegetic thing, with higher-level spells being naturally more difficult to actually identify.</p><p></p><p></p><p></p><p>With PF2, it is a select few things that assume this, which are either things that are based on adjustable things (Choosing your Earn Income check) or correlate to things that actually have level. If you don't want to use them, then you <em>really don't</em>. Even with things like Recall Knowledge, which [USER=907]@Staffan[/USER] mentioned and I do actually agree with. But there's nothing in the system that is balanced around having to make these checks leveled.</p><p></p><p></p><p></p><p>I find that system to be kind of backwards, to be honest. Like, I understand the idea of not having everything be a leveled check and I agree with that, but the idea that the GM doesn't have control over what a task might be seems to just put a block on the ability to world build and control things for rather minimal returns on player empowerment. I am not sure of what systems use that, but it didn't start with 4E: I mean, off the top of my head even 2E had adjustments to checks that Thieves had to make which the GM would be applying.</p><p></p><p></p><p></p><p>You can just check various skills in the book or look at certain pieces of equipment that would require a check to break (locks and manacles are my go-to). In the book they give examples of what an Untrained (DC15 check) looks like versus a Trained (DC20 check) or Expert (DC25). You just have to look at the Skill section to actually see them.</p><p></p><p></p><p></p><p>I don't think what you are talking about started with 4E. Like, conceptually, these are not that different from what came before unless you have to have incredibly rigid and inflexible ideas that certain things must be these DCs, regardless of circumstance or context. I just... don't really find this sort of differentiation within how something is set to be particularly meaningful or rewarding. I speak as someone who likes to set up natural, intrinsic ideas of what things are and aren't so that the players have the freedom to do different things when they come back to an area at higher levels.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 9382524, member: 6778210"] You're not wrong on that one. I understand the problem of skills going up might make things easier to identify things, but I generally do them it based on their rarity and adjust difficulty from there. I find there is some fun in not knowing a monster's capabilities, but that isn't necessarily for every combat and allowing players some easy recall checks to develop strategy is fine because it's already got a decent cost (Using an Action). Some things need that, like spell difficulties, which are not necessarily based on the PCs themselves but on leveled things. What you talk about is not a wide-scaled thing in the base system: most things have intrinsic DCs (locks and manacles are a good example). That certain things have them doesn't suddenly mean they all have them, and for the things that do, sometimes it is a choice (the Earn Income one, for example). I mean, hell, even those leveled checks are sort of a diegetic thing, with higher-level spells being naturally more difficult to actually identify. With PF2, it is a select few things that assume this, which are either things that are based on adjustable things (Choosing your Earn Income check) or correlate to things that actually have level. If you don't want to use them, then you [I]really don't[/I]. Even with things like Recall Knowledge, which [USER=907]@Staffan[/USER] mentioned and I do actually agree with. But there's nothing in the system that is balanced around having to make these checks leveled. I find that system to be kind of backwards, to be honest. Like, I understand the idea of not having everything be a leveled check and I agree with that, but the idea that the GM doesn't have control over what a task might be seems to just put a block on the ability to world build and control things for rather minimal returns on player empowerment. I am not sure of what systems use that, but it didn't start with 4E: I mean, off the top of my head even 2E had adjustments to checks that Thieves had to make which the GM would be applying. You can just check various skills in the book or look at certain pieces of equipment that would require a check to break (locks and manacles are my go-to). In the book they give examples of what an Untrained (DC15 check) looks like versus a Trained (DC20 check) or Expert (DC25). You just have to look at the Skill section to actually see them. I don't think what you are talking about started with 4E. Like, conceptually, these are not that different from what came before unless you have to have incredibly rigid and inflexible ideas that certain things must be these DCs, regardless of circumstance or context. I just... don't really find this sort of differentiation within how something is set to be particularly meaningful or rewarding. I speak as someone who likes to set up natural, intrinsic ideas of what things are and aren't so that the players have the freedom to do different things when they come back to an area at higher levels. [/QUOTE]
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