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Pathfinder 2e: Actual Play Experience
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<blockquote data-quote="Celtavian" data-source="post: 8000919" data-attributes="member: 5834"><p>Not really a problem in my opinion. The feats you suggest make those abilities automatic and unquestioned. Whereas the DM can certainly allow a player to use a skill in an outside the box way for a specific thing without having to apply a condition to it. For example, if a player wants to conceal a spellcasting, he doesn't have the metamagic feat for it to alter the spell component itself. So he would have to say use his napkin to hide his mouth requiring a deception, perhaps one more difficult than normal if insufficient props. </p><p></p><p>Or he doesn't need to fascinate or impress the group. He can instead convince them or distract them for a few rounds if appropriate. No in game feat needed. He does what he needs to do. It doesn't have a condition.</p><p></p><p>The feats you noted have specific game rules that can be applied in any situation. The player has control over them due to his expertise rather than the DM controlling the situation allowing something specific to occur. A Fascinating Performance doesn't care if you're using it on an orc or a nymph, the player gets to use it. Whereas the DM can still say the nymph is responsive to beautiful music, so if you give a good enough performance you can convince her to do do such and such or delay combat. The DM can still allow people with skills to use them to resolve issues in a creative fashion, but the player also has control over the use of his skills to use them in a tactical manner. It seems this system allows you to do either. </p><p></p><p>Not sure why DMs are thinking the rules somehow override their ability as DM to allow players to creatively use their abilities. I know I have had zero trouble allowing player creativity same as any edition. More feats that allow for player agency do not disallow the DM from allowing creative use of abilities.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 8000919, member: 5834"] Not really a problem in my opinion. The feats you suggest make those abilities automatic and unquestioned. Whereas the DM can certainly allow a player to use a skill in an outside the box way for a specific thing without having to apply a condition to it. For example, if a player wants to conceal a spellcasting, he doesn't have the metamagic feat for it to alter the spell component itself. So he would have to say use his napkin to hide his mouth requiring a deception, perhaps one more difficult than normal if insufficient props. Or he doesn't need to fascinate or impress the group. He can instead convince them or distract them for a few rounds if appropriate. No in game feat needed. He does what he needs to do. It doesn't have a condition. The feats you noted have specific game rules that can be applied in any situation. The player has control over them due to his expertise rather than the DM controlling the situation allowing something specific to occur. A Fascinating Performance doesn't care if you're using it on an orc or a nymph, the player gets to use it. Whereas the DM can still say the nymph is responsive to beautiful music, so if you give a good enough performance you can convince her to do do such and such or delay combat. The DM can still allow people with skills to use them to resolve issues in a creative fashion, but the player also has control over the use of his skills to use them in a tactical manner. It seems this system allows you to do either. Not sure why DMs are thinking the rules somehow override their ability as DM to allow players to creatively use their abilities. I know I have had zero trouble allowing player creativity same as any edition. More feats that allow for player agency do not disallow the DM from allowing creative use of abilities. [/QUOTE]
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