Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
PF2: Second Attempt Post Mortem
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Justice and Rule" data-source="post: 8394096" data-attributes="member: 6778210"><p>I didn't mean to say that it only gave you one feat, but that if you only <em>wanted</em> one skill. The feat itself is alright, but not only do you get it less often than a PF2 skill upgrade, it's competing with other Feats which may be more valuable directly to you. Why should these things be in competition with one another? This is my problem.</p><p></p><p></p><p></p><p>Expertise is great, but for a long time it was only available via Bard or Rogue.</p><p></p><p></p><p></p><p>Which is great for Humans and Half-Humans, but also suffers from the problems of competing with other Feats/ASIs, as well as coming into the game 4 1/4 years into the cycle.</p><p></p><p></p><p></p><p>I wouldn't call them fantastic, but Tool Proficiencies are underrated and probably how Knowledge skills should have been done within the game.</p><p></p><p></p><p></p><p>Same as comment as Prodigy, only 6 1/4 years into the cycle this time. These Feat additions all come across as long-time hotfixes to a skill system that is functional, but lacks flexibility.</p><p></p><p></p><p></p><p>I've made a Flying Luchadore Monk, so I know how cool Grappling can be if you properly execute a ground-and-pound. But it also takes a lot of work (Grappler to give you Advantage, I took Rogue levels to give me Expertise in Athletics and Acrobatics) and multiple attacks to really come off. Plus the Pinning feature is useless when it's just easier and more effective to knock down the target <em>then </em>grapple them, since you'll get almost all the benefits of Restraining them without being Restrained yourself.</p><p></p><p></p><p></p><p>My big problem with the skill system is that it has ideas, but it doesn't execute them well. Proficiency is a great idea, but the way it's done is <em>too </em>simplified, too autopilot, and thus it creates weirdness. Combined with the focus on bounded accuracy and you have a skill system where the skilled can be outdone by those with better stats but no skills, gaining skills bad opportunity cost, and if you gain a skill late you are instantly to the proficiency of someone whose had the skill for their entire career.</p><p></p><p>For me, it was something I ended up hacking a solution to almost immediately. I enjoyed what I did, but it wasn't how the game was built. It's just a design choice that I disagreed with, and I feel like they themselves have been putting little fixes in there so that people could be distinctly <em>good </em>at skills without taking levels in Rogue or Bard.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 8394096, member: 6778210"] I didn't mean to say that it only gave you one feat, but that if you only [I]wanted[/I] one skill. The feat itself is alright, but not only do you get it less often than a PF2 skill upgrade, it's competing with other Feats which may be more valuable directly to you. Why should these things be in competition with one another? This is my problem. Expertise is great, but for a long time it was only available via Bard or Rogue. Which is great for Humans and Half-Humans, but also suffers from the problems of competing with other Feats/ASIs, as well as coming into the game 4 1/4 years into the cycle. I wouldn't call them fantastic, but Tool Proficiencies are underrated and probably how Knowledge skills should have been done within the game. Same as comment as Prodigy, only 6 1/4 years into the cycle this time. These Feat additions all come across as long-time hotfixes to a skill system that is functional, but lacks flexibility. I've made a Flying Luchadore Monk, so I know how cool Grappling can be if you properly execute a ground-and-pound. But it also takes a lot of work (Grappler to give you Advantage, I took Rogue levels to give me Expertise in Athletics and Acrobatics) and multiple attacks to really come off. Plus the Pinning feature is useless when it's just easier and more effective to knock down the target [I]then [/I]grapple them, since you'll get almost all the benefits of Restraining them without being Restrained yourself. My big problem with the skill system is that it has ideas, but it doesn't execute them well. Proficiency is a great idea, but the way it's done is [I]too [/I]simplified, too autopilot, and thus it creates weirdness. Combined with the focus on bounded accuracy and you have a skill system where the skilled can be outdone by those with better stats but no skills, gaining skills bad opportunity cost, and if you gain a skill late you are instantly to the proficiency of someone whose had the skill for their entire career. For me, it was something I ended up hacking a solution to almost immediately. I enjoyed what I did, but it wasn't how the game was built. It's just a design choice that I disagreed with, and I feel like they themselves have been putting little fixes in there so that people could be distinctly [I]good [/I]at skills without taking levels in Rogue or Bard. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
PF2: Second Attempt Post Mortem
Top