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Pathfinder 2 and support for other playing styles/subgenres
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<blockquote data-quote="kenada" data-source="post: 8238571" data-attributes="member: 70468"><p>This is one of the things I mean when I say I struggle with visualizing how they should be run. Pathfinder is such a prescriptive system. It has lists and lists of things you can do, and then it introduces a hazard that violates the implied “physics” of the system. If something is undead, it should be vulnerable to things that affect undead. Otherwise, it feels incoherent.</p><p></p><p></p><p>Continuing from above, I also struggle with how you would go about sign-posting that PCs could now do those kinds of things. You can do the knowledge check approach, but I don’t like the idea of their having to get lucky for me to tell them the mechanics that resolve the current situation.</p><p></p><p>I’d also expect that if they can e.g., improvise a ward with a skill check, PCs should want to do that in other situations. I don’t want to shift the goalposts, so maybe that’s just a further indictment of the skill system in PF2.</p><p></p><p></p><p>This seems like an argument for taking them out of the hazard subsystem. That’s why I previously suggested the VP subsystem. It can overlay normal play, and improvised actions are normal within it. I think haunts were a case of taking disparate things from PF1 and trying to fit them into a general framework because they seemed superficially similar (they’re things you disable).</p></blockquote><p></p>
[QUOTE="kenada, post: 8238571, member: 70468"] This is one of the things I mean when I say I struggle with visualizing how they should be run. Pathfinder is such a prescriptive system. It has lists and lists of things you can do, and then it introduces a hazard that violates the implied “physics” of the system. If something is undead, it should be vulnerable to things that affect undead. Otherwise, it feels incoherent. Continuing from above, I also struggle with how you would go about sign-posting that PCs could now do those kinds of things. You can do the knowledge check approach, but I don’t like the idea of their having to get lucky for me to tell them the mechanics that resolve the current situation. I’d also expect that if they can e.g., improvise a ward with a skill check, PCs should want to do that in other situations. I don’t want to shift the goalposts, so maybe that’s just a further indictment of the skill system in PF2. This seems like an argument for taking them out of the hazard subsystem. That’s why I previously suggested the VP subsystem. It can overlay normal play, and improvised actions are normal within it. I think haunts were a case of taking disparate things from PF1 and trying to fit them into a general framework because they seemed superficially similar (they’re things you disable). [/QUOTE]
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