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<blockquote data-quote="Starfox" data-source="post: 7482077" data-attributes="member: 2303"><p>I'm interested in specific things in PF2 that people miss or don't like. <strong>I'd rather this be a list of peeves than a debate about the relevance of each</strong>.</p><p></p><p>While I overall have a positive impression of the game, these flaws are serious enough to make me not buy or play PF2 unless they are fixed. For me, its 4 main things.</p><p></p><p><strong>1: Fighters</strong> get a Dex option, but when they get mandatory armor proficiency increases, they only get those on heavy armor. Dex fighters seem to be a trap option. This could be a simple typo.</p><p></p><p><strong>2: Exploration play is dead</strong>. The entire exploration mode is too sketchy to use. There is now no surprise round. For me, this basically makes exploration play a waste of time. Why bother putting time/energy into scouting, if there is no payoff? This part of the game is very important to my group. By the same token, the Message spell lots its utility as a com radio - meaning that in split party situations, those whose characters are absent can't even offer advice in-game. This is a very bad design choice in my world. </p><p></p><p><strong>3: Sorcerers.</strong> A cool aspect of the game is that sorcerers now can have a different spell list based on their bloodline. But this is written as if the 4 spell lists (arcane (wizard), divine (cleric), occult (bard), primal (druid)) were equivalent. Which they are not, by far. Just compare the abilities of the 4 classes that normally have these spell lists. Compare a divine sorcerer to a cleric; the cleric gains LOTS of free heals, better armor, better weapons, and better hit points. Domains are at least as good as bloodlines. Bleh! Also, compared to wizards, sorcerers get one fewer spell per day.</p><p></p><p><strong>4: Monster Levels</strong> This is the least troublesome: monsters of a certain level are not equivalent to characters of the same level, and are not supposed to be. A single monster is supposed to be a had encounter for a party of 4 heroes of the same level. A group of monsters 4 levels below the PCs with equal numbers is also a hard encounter. Looking at the numbers, except for hit points, monsters are better than PCs of the same level at everything by 2-3 levels. </p><p></p><p>I'd prefer if they increased monster levels by 2 and adjusted the encounter tables so that a level +2 encounter was considered "hard". This would also leave design space for monsters under level zero; a problem in designing low-level adventures right now is that there are no monsters more than 1 level below the party.</p><p></p><p>Ok, I'll fall to the temptation to add one more:</p><p><strong>5: Mandatory Clerics</strong> Cleric is the only class that can heal in a serious way, and AC vs. attack bonus numbers mean PCs WILL take damage. This means everyone is now on a 5 minute adventuring day unless there is a cleric.</p></blockquote><p></p>
[QUOTE="Starfox, post: 7482077, member: 2303"] I'm interested in specific things in PF2 that people miss or don't like. [b]I'd rather this be a list of peeves than a debate about the relevance of each[/b]. While I overall have a positive impression of the game, these flaws are serious enough to make me not buy or play PF2 unless they are fixed. For me, its 4 main things. [b]1: Fighters[/b] get a Dex option, but when they get mandatory armor proficiency increases, they only get those on heavy armor. Dex fighters seem to be a trap option. This could be a simple typo. [b]2: Exploration play is dead[/b]. The entire exploration mode is too sketchy to use. There is now no surprise round. For me, this basically makes exploration play a waste of time. Why bother putting time/energy into scouting, if there is no payoff? This part of the game is very important to my group. By the same token, the Message spell lots its utility as a com radio - meaning that in split party situations, those whose characters are absent can't even offer advice in-game. This is a very bad design choice in my world. [b]3: Sorcerers.[/b] A cool aspect of the game is that sorcerers now can have a different spell list based on their bloodline. But this is written as if the 4 spell lists (arcane (wizard), divine (cleric), occult (bard), primal (druid)) were equivalent. Which they are not, by far. Just compare the abilities of the 4 classes that normally have these spell lists. Compare a divine sorcerer to a cleric; the cleric gains LOTS of free heals, better armor, better weapons, and better hit points. Domains are at least as good as bloodlines. Bleh! Also, compared to wizards, sorcerers get one fewer spell per day. [b]4: Monster Levels[/b] This is the least troublesome: monsters of a certain level are not equivalent to characters of the same level, and are not supposed to be. A single monster is supposed to be a had encounter for a party of 4 heroes of the same level. A group of monsters 4 levels below the PCs with equal numbers is also a hard encounter. Looking at the numbers, except for hit points, monsters are better than PCs of the same level at everything by 2-3 levels. I'd prefer if they increased monster levels by 2 and adjusted the encounter tables so that a level +2 encounter was considered "hard". This would also leave design space for monsters under level zero; a problem in designing low-level adventures right now is that there are no monsters more than 1 level below the party. Ok, I'll fall to the temptation to add one more: [b]5: Mandatory Clerics[/b] Cleric is the only class that can heal in a serious way, and AC vs. attack bonus numbers mean PCs WILL take damage. This means everyone is now on a 5 minute adventuring day unless there is a cleric. [/QUOTE]
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