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<blockquote data-quote="Philip Benz" data-source="post: 7898050" data-attributes="member: 6975782"><p>Well, Capn, I've followed a number of your threads, and I just don't see the problem with the PF2 rules that you take exception to.</p><p></p><p>1) Recall Knowledge is an adequate mechanic for putting more information in the players' hands, what's lacking is clear guidance on how extensive that information should be. Naturally so, I would argue, since the PF2 devs would need volumes to dish out all the variations and permutations of possible successes at recall knowledge for all creatures, NPCs, habitats, special locations, and on and on. This is exactly the sort of thing that a DM will fill in at the table, according to his own imagination and understanding of the game world and the critters that inhabit it.</p><p></p><p>2) Hero points, as things stand, either give a reroll or save a PC (however briefly) from certain death. I can kind of see the logic behind wanting to give players more narrative power and augmenting the list of options that a hero point could grant access to, but the base PF2 mechanism works fine as is.</p><p></p><p>3) Crafting, as it currently exists in the PF2 core rulebook, is indeed rather problematical. It seems to be intended exclusively for crafting high-ticket magic items and the way it interacts with the Earn Income mechanic is weird. I think a lot of people are suggesting variations and homebrew rules to improve the crafting system (at least in their own eyes) but a lot more will simply ignore it and let players buy their magic items in a shop, and get on with their adventure. I've never been a big fan of crafting as a game-enhancing activity. It seems much more often to be a vehicle some players use to get more cool loot to toss around. I'd much rather have players set their minds to resolving whatever quests or enigmas the DM puts in front of them. This said, I'd bet the upcoming GMG will have some more crafting love, then we can start these discussions all over again.</p><p></p><p>Lastly, regarding the Pathbuilder app that was discussed above, I just don't see the point. With the PF2 CRB in front of you, you can whip up a fresh 1st-level character in 15 minutes with no app required. Much faster than in PF1, in my experience.</p></blockquote><p></p>
[QUOTE="Philip Benz, post: 7898050, member: 6975782"] Well, Capn, I've followed a number of your threads, and I just don't see the problem with the PF2 rules that you take exception to. 1) Recall Knowledge is an adequate mechanic for putting more information in the players' hands, what's lacking is clear guidance on how extensive that information should be. Naturally so, I would argue, since the PF2 devs would need volumes to dish out all the variations and permutations of possible successes at recall knowledge for all creatures, NPCs, habitats, special locations, and on and on. This is exactly the sort of thing that a DM will fill in at the table, according to his own imagination and understanding of the game world and the critters that inhabit it. 2) Hero points, as things stand, either give a reroll or save a PC (however briefly) from certain death. I can kind of see the logic behind wanting to give players more narrative power and augmenting the list of options that a hero point could grant access to, but the base PF2 mechanism works fine as is. 3) Crafting, as it currently exists in the PF2 core rulebook, is indeed rather problematical. It seems to be intended exclusively for crafting high-ticket magic items and the way it interacts with the Earn Income mechanic is weird. I think a lot of people are suggesting variations and homebrew rules to improve the crafting system (at least in their own eyes) but a lot more will simply ignore it and let players buy their magic items in a shop, and get on with their adventure. I've never been a big fan of crafting as a game-enhancing activity. It seems much more often to be a vehicle some players use to get more cool loot to toss around. I'd much rather have players set their minds to resolving whatever quests or enigmas the DM puts in front of them. This said, I'd bet the upcoming GMG will have some more crafting love, then we can start these discussions all over again. Lastly, regarding the Pathbuilder app that was discussed above, I just don't see the point. With the PF2 CRB in front of you, you can whip up a fresh 1st-level character in 15 minutes with no app required. Much faster than in PF1, in my experience. [/QUOTE]
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