You probably excised it out by accident (as you weren't aware of the rule)!This is the kind of thing I'm talking about. I did not even know parrying caused an AoO. Is it a move or manipulate action? If so, that is getting excised out. Stupid.

You probably excised it out by accident (as you weren't aware of the rule)!This is the kind of thing I'm talking about. I did not even know parrying caused an AoO. Is it a move or manipulate action? If so, that is getting excised out. Stupid.
The parry trait lets you spend an Interact action to gain a +1 circumstance bonus to AC. It should be its own action like Raise a Shield.This is the kind of thing I'm talking about. I did not even know parrying caused an AoO. Is it a move or manipulate action? If so, that is getting excised out. Stupid.
It is more needlessly complicated than that. If you are wielding a weapon with the Parry keyword, you need to use the Interact action to prepare it to parry. Parrying thus gives you a +1 to your AC.This is the kind of thing I'm talking about. I did not even know parrying caused an AoO. Is it a move or manipulate action? If so, that is getting excised out. Stupid.
I have a natural filter for unintuitive, unnecessary rules in general. Another thing likely not intended, but missed because the PF2 book is so insanely huge.You probably excised it out by accident (as you weren't aware of the rule)!![]()
... seriously?!?It is more needlessly complicated than that. If you are wielding a weapon with the Parry keyword, you need to use the Interact action to prepare it to parry. Parrying thus gives you a +1 to your AC.
OK, makes sense. You need to Interact with the Object, so it takes an Action (like raising a Shield) and gives a lesser bonus (just +1 and you can’t Shield Block).
Except, the Interact Action has the Manipulate trait. So, just by preparing to parry, if your opponent has an AOO, he gets a free attack, and on a critical success, he prevents you from parrying. Technically, during the Interact Action, your character doesn’t benefit from the +1, since a critical success can prevent you from parrying.
Edit. I see kenada beat me to the punch. Oops!
Yeah. The equipment chapter is a mess, and weapon traits in particular are awful. They’re dense and hard to read. They introduce several mechanics without following the standard format. Consequently, they’re harder to understand and sometimes a bit sloppily written (see above re: attached weapons).... seriously?!?
I agree it's in a large part up to DM. However in my experience Pathfinder seems to either intensify the problem (or maybe it's just the kind of people attracted to it.) I know people that just do dungeon crawls.Nevin, I see where you're coming from, but IMHO that's all on the DM and the players. A DM who has a compelling storyline in his pocket, with clues, NPCs to interact with, and clever objectives that go beyond killing critters & taking their stuff will do fine. A DM who struggles with the rules and thinks that yet another encounter with more monsters is an adequate substitute for a plot, will flounder. Similarly, players who ignore clues and are just looking for more loot and xp shouldn't be surprised that their game experience is reduced to a tactical combat grind.
But that's true of any RPG. It was true in the 70s and it's true today.
FWIW, I think the suggestions made here and elsewhere that PCs have to be at full health before any fight are rubbish. Often enough, in the games I've played, there are time constraints that prevent players from taking 10 minutes, let alone 40-60 minutes after every fight to rest & treat their wounds. Fortunately, the existence of clerics (and a few other classes) who have healing spells and powers and the existence of items like healing potions help make the action a wee bit more dynamic. And if the PCs are wounded and they think they're heading into a fight, maybe they'll pay a little more attention to the terrain and their tactics, rather than just charging the foe and trusting to the DM's aversion for TPKs to carry the day.