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Pathfinder 2e: Actual Play Experience
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<blockquote data-quote="kenada" data-source="post: 8006886" data-attributes="member: 70468"><p>I’m not sure I agree with that take. The implication in the CRB is that what you do happens via actions and activities. The available skill actions are all enumerated, and they seem rather clear about how they work. If an action indicates it only works on one target, there’s no reason to believe it could be argued to work on multiple ones without something (such as a skill feat) that allows otherwise. I don’t think that’s necessarily a bad thing. It reminds me of Apocalypse Engine games (you have to do it to do it), but it’s pretty unusual compared to PF2’s peers (and even PF1 to an extent).</p><p></p><p></p><p>Thank you for the suggestion, and I do appreciate it, but that’s not how I generally do things. That’s not to say I’m averse to doing homebrew — I’ve done <a href="https://www.dropbox.com/sh/3m37n9co9rlijo2/AADUEZri8Y2E9kZzHZzIQ-wna" target="_blank">some</a> to support my setting; but I tend not to do it for just one character.</p><p></p><p>I think the gist of my complaint is unarmed attacks are in a weird place right now because they’re not <em>really</em> weapons, and the only class that can do much with them is monk. Paizo addressed that some in the errata, but they’re still in a weird place.</p><p></p><p>Anyway, it seems to be moot now. I talked some more with the player. The gist of the complaint seems to be that he feels the claws don’t really fit very well with the sorcerer’s toolkit, and there aren’t really any sorcerer-specific options available to boost them. The other options would work, but he’s more interested in the sorcerer feats.</p><p></p><p>Now the party just needs not to sell the next set of <em>handwraps of mighty blows</em> they find…. <img class="smilie smilie--emoji" loading="lazy" alt="😅" title="Grinning face with sweat :sweat_smile:" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f605.png" data-shortname=":sweat_smile:" /></p></blockquote><p></p>
[QUOTE="kenada, post: 8006886, member: 70468"] I’m not sure I agree with that take. The implication in the CRB is that what you do happens via actions and activities. The available skill actions are all enumerated, and they seem rather clear about how they work. If an action indicates it only works on one target, there’s no reason to believe it could be argued to work on multiple ones without something (such as a skill feat) that allows otherwise. I don’t think that’s necessarily a bad thing. It reminds me of Apocalypse Engine games (you have to do it to do it), but it’s pretty unusual compared to PF2’s peers (and even PF1 to an extent). Thank you for the suggestion, and I do appreciate it, but that’s not how I generally do things. That’s not to say I’m averse to doing homebrew — I’ve done [URL='https://www.dropbox.com/sh/3m37n9co9rlijo2/AADUEZri8Y2E9kZzHZzIQ-wna']some[/URL] to support my setting; but I tend not to do it for just one character. I think the gist of my complaint is unarmed attacks are in a weird place right now because they’re not [I]really[/I] weapons, and the only class that can do much with them is monk. Paizo addressed that some in the errata, but they’re still in a weird place. Anyway, it seems to be moot now. I talked some more with the player. The gist of the complaint seems to be that he feels the claws don’t really fit very well with the sorcerer’s toolkit, and there aren’t really any sorcerer-specific options available to boost them. The other options would work, but he’s more interested in the sorcerer feats. Now the party just needs not to sell the next set of [I]handwraps of mighty blows[/I] they find…. 😅 [/QUOTE]
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