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Pathfinder 2e: Actual Play Experience
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<blockquote data-quote="CapnZapp" data-source="post: 8003048" data-attributes="member: 12731"><p>That said, some things are still wonky. Now I'm not generally talking about rules that break and can't be used - it's more like "hmmm, what if Paizo had had time for one more editing pass?"</p><p></p><p>1. The most wonky thing about skills is of course that the default system gives you a +0 modifier to your untrained skills. Once you've left the low levels, there's no point in even picking up the dice.</p><p>Skill specifics are WAY too cluttery.</p><p>Lore skills cost the same as other skills, yet are much more narrow. Strange, given how Paizo in almost every other area makes sure benefit is commensurate with cost.</p><p>Medicine allows cheap fast healing that I can't imagine being without.</p><p>Without Thievery you simply can't disable most traps (they require "expert" or "master" etc).</p><p>Society might feel useless at first, and depending on GM and adventure it either is or isn't.</p><p></p><p>2. Silver/mithral and cold iron are cool, absolutely. Unfortunately there's plenty of precious materials that are dead weight, basically. They cost fortunes but do very little. (Not a huge problem since you basically never purchase poor stuff at the Magic Shoppe)</p><p></p><p>3. Yep, all good!</p><p></p><p>4. Athletic is a very good skill for martials to have. Just make sure you mind those hands. That's right, hand use rules are alive and kicking! (Even 5E for all its friendliness still has those damn hand-use rules <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" />). For example, in PF2 a greatweapon wielder needs to remember that anytime she has used her hand for something else (such as holding onto an edge or monster) it costs an action to re-wield her weapon (and you can't do attacks of opportunity until such time). Dual-wielders are even more hosed (they need to drop one of their weapons). Sword and boarders can basically forget about it.</p><p><span style="font-size: 12px"><em>I will pop the champagne when an official big-time publisher issues a version of the game where the rules basically say "everything a barbarian can do, she can do with a big-ass axe in her hands; everything a ranger can do, he can do with both hands holding wicked blades" etc.</em></span></p><p></p><p>5. Some traps can be disabled by other skills than Thievery, but it doesn't say how a player is supposed to figure that out. I can't figure out how to convey the idea without just saying it out loud "you're supposed to discuss theurgy with the angry spirits, make a Religion check" - but that's gamey and artificial as hell. I get the feeling they only got half-way there with this idea.</p><p></p><p>6. Well, I wouldn't go that far. The three-action system works better than I feared, but I can't say there is a single heroic action I couldn't adjudicate in a simple one-action system...</p><p></p><p>7. You have something of a point here. Especially monsters, how they require "handling their action budget".</p><p></p><p>8. I would still have wanted a more prescriptive monster-build system. (The current system is after all "just make naughty word up, here are the boundaries you should stay inside") I would especially have liked that Paizo generalized and externalized their thinking as to which monster gets what ability. Honestly, there's very little in the monster-building guidelines that I can't more easily glean from the Bestiary. The creativity and inspiration is all in the Bestiary, none in the guideline.</p><p></p><p>I hope you see I'm not contradicting or arguing against you here, Celt. I just felt I had to provide some nuance to your excellent sales pitch <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8003048, member: 12731"] That said, some things are still wonky. Now I'm not generally talking about rules that break and can't be used - it's more like "hmmm, what if Paizo had had time for one more editing pass?" 1. The most wonky thing about skills is of course that the default system gives you a +0 modifier to your untrained skills. Once you've left the low levels, there's no point in even picking up the dice. Skill specifics are WAY too cluttery. Lore skills cost the same as other skills, yet are much more narrow. Strange, given how Paizo in almost every other area makes sure benefit is commensurate with cost. Medicine allows cheap fast healing that I can't imagine being without. Without Thievery you simply can't disable most traps (they require "expert" or "master" etc). Society might feel useless at first, and depending on GM and adventure it either is or isn't. 2. Silver/mithral and cold iron are cool, absolutely. Unfortunately there's plenty of precious materials that are dead weight, basically. They cost fortunes but do very little. (Not a huge problem since you basically never purchase poor stuff at the Magic Shoppe) 3. Yep, all good! 4. Athletic is a very good skill for martials to have. Just make sure you mind those hands. That's right, hand use rules are alive and kicking! (Even 5E for all its friendliness still has those damn hand-use rules :confused:). For example, in PF2 a greatweapon wielder needs to remember that anytime she has used her hand for something else (such as holding onto an edge or monster) it costs an action to re-wield her weapon (and you can't do attacks of opportunity until such time). Dual-wielders are even more hosed (they need to drop one of their weapons). Sword and boarders can basically forget about it. [SIZE=3][I]I will pop the champagne when an official big-time publisher issues a version of the game where the rules basically say "everything a barbarian can do, she can do with a big-ass axe in her hands; everything a ranger can do, he can do with both hands holding wicked blades" etc.[/I][/SIZE] 5. Some traps can be disabled by other skills than Thievery, but it doesn't say how a player is supposed to figure that out. I can't figure out how to convey the idea without just saying it out loud "you're supposed to discuss theurgy with the angry spirits, make a Religion check" - but that's gamey and artificial as hell. I get the feeling they only got half-way there with this idea. 6. Well, I wouldn't go that far. The three-action system works better than I feared, but I can't say there is a single heroic action I couldn't adjudicate in a simple one-action system... 7. You have something of a point here. Especially monsters, how they require "handling their action budget". 8. I would still have wanted a more prescriptive monster-build system. (The current system is after all "just make naughty word up, here are the boundaries you should stay inside") I would especially have liked that Paizo generalized and externalized their thinking as to which monster gets what ability. Honestly, there's very little in the monster-building guidelines that I can't more easily glean from the Bestiary. The creativity and inspiration is all in the Bestiary, none in the guideline. I hope you see I'm not contradicting or arguing against you here, Celt. I just felt I had to provide some nuance to your excellent sales pitch ;) [/QUOTE]
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