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Pathfinder 2e: Actual Play Experience
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<blockquote data-quote="CapnZapp" data-source="post: 8000313" data-attributes="member: 12731"><p>I guess you're right about Lore. Not to miffed about it. Once you realize you basically choose a lore as a ribbon ability you can then forget about them.</p><p></p><p>---</p><p></p><p>I severely dislike the way Treat Wounds turn downtime into a minigame. I want rules that basically lets you get on with it!</p><p></p><p>Not asking players to make a lot of decisions - should I go for DC 15 or hope for DC 20? Should I use Assurance or make a roll?</p><p></p><p>...and forcing them to remember cruft like who has done Battle Medicine? Who has given me Battle Medicine? <a href="https://2e.aonprd.com/Feats.aspx?ID=1181" target="_blank">Have you gotten magical healing today?</a></p><p></p><p>Making everything have cooldowns of 10 minutes, 1 hour and one day makes it much messier than it ever needed to be.</p><p></p><p>It might have been created with the best of intentions, but it's far too complicated when it basically amounts to "you're back to full health after a short rest" ANYWAY. Which would have been MUCH <span style="font-size: 26px">MUCH</span> simpler faster and better. But that's PF2 for you - always taking the most cluttery path possible.</p><p></p><p>I took a stab at making that second design pass that Paizo never got to make (but should have), significantly simplifying this mess, here:</p><p>[URL unfurl="true"]https://www.enworld.org/threads/pf2-treat-wounds-simplified.670857/[/URL]</p><p></p><p>I can't say I was entirely successful, but it serves as an illustration of how overwrought the existing system really is.</p><p></p><p>---</p><p></p><p>Since Earn Income gives you a pittance (relative to your level) why all the details, why the detailed table? And why the daily breakdown instead of "you gain X gold per week"?</p><p></p><p>I'm getting the definite impression the main reason is to make Earn Income much much more important than it ever is in practice.</p><p></p><p>Looking at the table on page 236 I'm itching to just erase all the checks, modifiers, tables, rolls and malarkey and just say</p><p></p><p><strong>A character can spend a downtime week Earning Income. You earn your level squared in gold per week.</strong></p><p>(Yes that single line of text is really everything you need)</p><p></p><p>You don't need to take into account that a high-level character uses an untrained skill. It's okay to just assume characters aren't idiots, and that they will always find a task for a skill they're actually good at.</p><p></p><p>What I'm doing here is what a good designer would have done. Killing off the crud. Yes, some players aren't able to see beyond the shining surface where everything looks so important and impressive. But I expect more of paid professionals.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8000313, member: 12731"] I guess you're right about Lore. Not to miffed about it. Once you realize you basically choose a lore as a ribbon ability you can then forget about them. --- I severely dislike the way Treat Wounds turn downtime into a minigame. I want rules that basically lets you get on with it! Not asking players to make a lot of decisions - should I go for DC 15 or hope for DC 20? Should I use Assurance or make a roll? ...and forcing them to remember cruft like who has done Battle Medicine? Who has given me Battle Medicine? [URL='https://2e.aonprd.com/Feats.aspx?ID=1181']Have you gotten magical healing today?[/URL] Making everything have cooldowns of 10 minutes, 1 hour and one day makes it much messier than it ever needed to be. It might have been created with the best of intentions, but it's far too complicated when it basically amounts to "you're back to full health after a short rest" ANYWAY. Which would have been MUCH [SIZE=7]MUCH[/SIZE] simpler faster and better. But that's PF2 for you - always taking the most cluttery path possible. I took a stab at making that second design pass that Paizo never got to make (but should have), significantly simplifying this mess, here: [URL unfurl="true"]https://www.enworld.org/threads/pf2-treat-wounds-simplified.670857/[/URL] I can't say I was entirely successful, but it serves as an illustration of how overwrought the existing system really is. --- Since Earn Income gives you a pittance (relative to your level) why all the details, why the detailed table? And why the daily breakdown instead of "you gain X gold per week"? I'm getting the definite impression the main reason is to make Earn Income much much more important than it ever is in practice. Looking at the table on page 236 I'm itching to just erase all the checks, modifiers, tables, rolls and malarkey and just say [B]A character can spend a downtime week Earning Income. You earn your level squared in gold per week.[/B] (Yes that single line of text is really everything you need) You don't need to take into account that a high-level character uses an untrained skill. It's okay to just assume characters aren't idiots, and that they will always find a task for a skill they're actually good at. What I'm doing here is what a good designer would have done. Killing off the crud. Yes, some players aren't able to see beyond the shining surface where everything looks so important and impressive. But I expect more of paid professionals. [/QUOTE]
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