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<blockquote data-quote="Celtavian" data-source="post: 8002750" data-attributes="member: 5834"><p>Some system changes I find enhance my ability to tell stories:</p><p>1. Skills: No longer does everyone roll with the skill or the wizard or intel-based player have the best chance with every knowledge skill. Now skill investment is important. I can better design encounters to allow a player with a different skill investment like Deception Master or Religion Master rather than the high Charisma paladin or high intelligence wizard have the best chance of making the skill roll with a minimal point investment.</p><p></p><p>Instead I can design the encounter to allow the cleric with an expert or master in religion standing out as he understands and uses rites taught only to those who study religion to an advanced level capable of exorcising a ghost or figuring out the religious rites to open the vault sealed by the dead god.</p><p></p><p>2. Precious materials: Before precious materials were nice to have at low levels for getting past DR, but eventually became pointless as damage scaled so high that can you blow past the DR to kill the creature. In PF2 creatures have weaknesses to cold iron or silver that make the material damage the creature more. It's nice to be able to describe a hit with a silver arrow as burning the creature and far more effective than a regular hit. It encourages the archer or player to pick up a weapon to be more effective against a given enemy in a way that is more fun to describe than slicing through it's DR. When a fiend gets hit by good damage, you can describe that as burning their unholy flesh rather than simply penetrating DR with the mechanics supporting that idea.</p><p></p><p>3. Some Fiend Weaknesses: Being able to damage a fiend by freeing a prisoner or resisting a succubus's advances is cool for story-telling. Monster weaknesses in general allow you to show within the story certain elements are more effective than others in a way that is more immersive than PF1 in my opinion.</p><p></p><p>4. Using the athletics skill to hold fliers in place or topple some totem trap is nice for story-telling as well. It allows a non-Thievery skill to accomplish something that is normally the area of the rogue. It made the champion feel pretty heroic to be able to do this.</p><p></p><p>5. Being able to explain in a way that enhances verisimilitude how a hazard is defeated or disarmed helps with story-telling. In PF1 you normally just said "Rogue made his check, Device is dsiabled", even if it made no sense. By the rules you just let it happen. Now Hazards are written with verisimilitude in mind including how to disable them.</p><p></p><p>6. 3 action system: This obviously lends itself well to story-telling allowing a DM to adjudicate player actions in a more realistic way that enhances immersion. </p><p></p><p>7. Feats and abilities feel more like learning fighting styles than using powers. Hunt Prey feels like the ranger is focusing on the target, learning how he moves, looking for weak points in their armor or defenses, and the like. Champions reaction feels like a holy warrior calling upon holy power to protect her allies in a way you can visualize and narrate. Same could be said of most of the archetypes with the sorcerer allowing some real interesting story choices.</p><p></p><p>8. Monster building feels very good. Lots of powers you can visualize and use in a way that feels very natural to the creature and worth well within the 3 action narrative.</p><p></p><p>Those are some I feel run well for story-telling.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 8002750, member: 5834"] Some system changes I find enhance my ability to tell stories: 1. Skills: No longer does everyone roll with the skill or the wizard or intel-based player have the best chance with every knowledge skill. Now skill investment is important. I can better design encounters to allow a player with a different skill investment like Deception Master or Religion Master rather than the high Charisma paladin or high intelligence wizard have the best chance of making the skill roll with a minimal point investment. Instead I can design the encounter to allow the cleric with an expert or master in religion standing out as he understands and uses rites taught only to those who study religion to an advanced level capable of exorcising a ghost or figuring out the religious rites to open the vault sealed by the dead god. 2. Precious materials: Before precious materials were nice to have at low levels for getting past DR, but eventually became pointless as damage scaled so high that can you blow past the DR to kill the creature. In PF2 creatures have weaknesses to cold iron or silver that make the material damage the creature more. It's nice to be able to describe a hit with a silver arrow as burning the creature and far more effective than a regular hit. It encourages the archer or player to pick up a weapon to be more effective against a given enemy in a way that is more fun to describe than slicing through it's DR. When a fiend gets hit by good damage, you can describe that as burning their unholy flesh rather than simply penetrating DR with the mechanics supporting that idea. 3. Some Fiend Weaknesses: Being able to damage a fiend by freeing a prisoner or resisting a succubus's advances is cool for story-telling. Monster weaknesses in general allow you to show within the story certain elements are more effective than others in a way that is more immersive than PF1 in my opinion. 4. Using the athletics skill to hold fliers in place or topple some totem trap is nice for story-telling as well. It allows a non-Thievery skill to accomplish something that is normally the area of the rogue. It made the champion feel pretty heroic to be able to do this. 5. Being able to explain in a way that enhances verisimilitude how a hazard is defeated or disarmed helps with story-telling. In PF1 you normally just said "Rogue made his check, Device is dsiabled", even if it made no sense. By the rules you just let it happen. Now Hazards are written with verisimilitude in mind including how to disable them. 6. 3 action system: This obviously lends itself well to story-telling allowing a DM to adjudicate player actions in a more realistic way that enhances immersion. 7. Feats and abilities feel more like learning fighting styles than using powers. Hunt Prey feels like the ranger is focusing on the target, learning how he moves, looking for weak points in their armor or defenses, and the like. Champions reaction feels like a holy warrior calling upon holy power to protect her allies in a way you can visualize and narrate. Same could be said of most of the archetypes with the sorcerer allowing some real interesting story choices. 8. Monster building feels very good. Lots of powers you can visualize and use in a way that feels very natural to the creature and worth well within the 3 action narrative. Those are some I feel run well for story-telling. [/QUOTE]
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