It seems similar to the mindset of conflating not having a benefit with being punished. I’ve seen that in the PF1 community and had a player like that once. It didn’t end well.This strikes me as the classic problem of someone reading something that makes it easier to do something as something that's required to do something. Also, that bolded text? I'd absolutely question it.
I completely understand the theoretical idea "okay so nobody takes this or that feat, what's the problem?"It seems similar to the mindset of conflating not having a benefit with being punished. I’ve seen that in the PF1 community and had a player like that once. It didn’t end well.![]()
Preaching to the choir, my players aren't unkind, but I've got one who can be pretty stubborn about this in particular-- I'm using Automatic Bonus Progression for an upcoming pirate-themed West Marches where I want to incorporate a little old school mentality by having everyone be focused on treasure, having it be player scheduled (taking cues from open table, and proper west marches.) The reason for ABP is to make to be able to step away from mandatory WBL guidelines, and allow for wealth to provide an incentive to explore-- a player whose bad at exploring won't get much, whereas a player who is good at it could get very wealthy, so I needed to make sure that was kosher mathematically.It seems similar to the mindset of conflating not having a benefit with being punished. I’ve seen that in the PF1 community and had a player like that once. It didn’t end well.![]()
Most the feats in the game don't have this problem, because they allow you to do something in a certain way, or are mindful about applying bonuses to 'checks to do this thing' even those that give access to special downtime activities don't preclude you being able to do it through other means, they just offer a specific method, one that tends to be easier.I completely understand the theoretical idea "okay so nobody takes this or that feat, what's the problem?"
The problem is where do you draw the line. Which feats are irrelevant, or phrased differently: open to "GM generosity"?
Per the rules, as soon as you take even 1 point of damage from a fall, you land prone. Unless you have a feat. Do you allow corner cases, and if so, how can you justify taking those feats?
Per the rules, you crawl excruciatingly slow (1 square per action). Unless you have a feat. Do you allow corner cases, and if so, how can you justify taking those feats?
Per the rules, you can never jump longer than your Speed (even if you spend more than action). Unless you have a feat. Do you allow corner cases, and if so, how can you justify taking those feats?
Per the rules, you can't climb with weapons drawn (since both hands and feet are needed for the climb), meaning you must spend actions drawing and sheathing your weapon(s) each time you need to reposition yourself on the wall or cliff (making it a no-no to try to defend yourself in practice) Unless you have a feat. Do you allow corner cases, and if so, how can you justify taking those feats?
If you think it's so easy to just be generous, which feats are worthless in your campaign so I know which ones to avoid. Maybe I don't need Quickdraw if you simply allow a DC 15 Acrobatics or Initiative check? Maybe you allow a hero to Grab an Edge even though he wields a two-handed weapon - in which case it's no point is building a Zorro character that fights with one hand "empty"?
This never ends. Per the rules, you need to spend three actions if you want to take a step to the table, jump up on it, and keep moving. Or if you want to reach the door, open it, and step through.
And on and on. I can't be bothered to research this reply, so hopefully you will not get sidetracked if I made a mistake.
Point is, we're quickly moving away from playing PF2 here and into playing KenadaFinder2. Nothing wrong with that...
...except that unless you have a photographic memory, you will forget in which cases you held firm and required the feat, and when you allowed the feat to be bypassed.
In a game where the feat choices - and the very subtle improvements they (together with spells and magic items) grant- are what charbuilding is all about, you quickly end up with an unsatisfying mishmash. Can I ever be certain I'm getting the printed benefit out of my feat choices, or will Kenada just let my fellow players persuade him into letting them try without them?
What then is the point of making choices?
---
No, Pathfinder is very clearly a game actively preventing you from the "yes, but" generous GM play style. I myself made a couple of such attempts to be generous, but quickly stopped when my players started asking questions like "is your decision final and permanent? Just want to know which feats I should ignore..."
In almost every single case where I thought "no harm in being generous" a player went "but what about my feat then?" And in the few cases nobody objected, chances are it's just because we weren't high level and hadn't experienced all classes yet - the generosity just happened to invalidate a feat from a class or level my players hadn't checked out.
You can't track a beast you haven't seen with this specific feat.
You can't be smart about finding leads without this specific feat.
And on and on and on...
---
Example from practical play.
The player of a level 15 Barbarian, happy to put her newly taken Cloud Jump to the test, challenged my level 18 monster to a long-jumping contest. After reading the rules and the text of the feat, I had to conclude we couldn't hold that contest (despite the monster being clearly superior in Athletics!) - either the player character would win trivially, or I had to rule the monster didn't need the feat to jump longer distances than its Speed.
Smarting from my previous experiences, I quickly decided not to open Pandora's Box, and suggested they compete another way instead.
Had the game been sensibly designed, every character who becomes Legendary in Athletics would gain this ability automatically. Justifying that my monster was of equivalent ability (monsters don't specify proficiency ranks) would have easy in comparison.
Of course, even better would have to have a general rule that said something like "jumping like on clouds* requires a DC 34 Athletics check**.
*) meaning whatever the benefits of the feat are
**) DC 34 selected because it's the class DC for level 15
The point is, now you have a rule that works for all characters and all monsters. You don't need to reach any specific threshold at all. If you have a +20 bonus, you can try but will find it challenging. If you have a +30 bonus, it's close to a given (especially since you can apply Assurance). As an added benefit, you're not asking a high level character to still jump like a low-level plebe (jumping the standard speed of 25 feet is something you mastered many levels ago) unless you prioritize this one feat.
It allows you to clean out all these useless feats that just serve to emasculate characters, there to create an artifical option space. But mostly introduce monster and NPC incompatibilities and generally be a royal pain in the hindquarters.
I’ve already discussed possible approaches to being more permissive, and you rejected them. I’m not going to waste my time discussing them again because you’ll just find another way to move the goal posts. You’re not interested in having a discussion. You just want us to validate your perspective.I completely understand the theoretical idea "okay so nobody takes this or that feat, what's the problem?"
The problem is where do you draw the line. Which feats are irrelevant, or phrased differently: open to "GM generosity"?
Per the rules, as soon as you take even 1 point of damage from a fall, you land prone. Unless you have a feat. Do you allow corner cases, and if so, how can you justify taking those feats?
Per the rules, you crawl excruciatingly slow (1 square per action). Unless you have a feat. Do you allow corner cases, and if so, how can you justify taking those feats?
Per the rules, you can never jump longer than your Speed (even if you spend more than action). Unless you have a feat. Do you allow corner cases, and if so, how can you justify taking those feats?
Per the rules, you can't climb with weapons drawn (since both hands and feet are needed for the climb), meaning you must spend actions drawing and sheathing your weapon(s) each time you need to reposition yourself on the wall or cliff (making it a no-no to try to defend yourself in practice) Unless you have a feat. Do you allow corner cases, and if so, how can you justify taking those feats?
If you think it's so easy to just be generous, which feats are worthless in your campaign so I know which ones to avoid. Maybe I don't need Quickdraw if you simply allow a DC 15 Acrobatics or Initiative check? Maybe you allow a hero to Grab an Edge even though he wields a two-handed weapon - in which case it's no point is building a Zorro character that fights with one hand "empty"?
This never ends. Per the rules, you need to spend three actions if you want to take a step to the table, jump up on it, and keep moving. Or if you want to reach the door, open it, and step through.
And on and on. I can't be bothered to research this reply, so hopefully you will not get sidetracked if I made a mistake.
Point is, we're quickly moving away from playing PF2 here and into playing KenadaFinder2. Nothing wrong with that...
...except that unless you have a photographic memory, you will forget in which cases you held firm and required the feat, and when you allowed the feat to be bypassed.
In a game where the feat choices - and the very subtle improvements they (together with spells and magic items) grant- are what charbuilding is all about, you quickly end up with an unsatisfying mishmash. Can I ever be certain I'm getting the printed benefit out of my feat choices, or will Kenada just let my fellow players persuade him into letting them try without them?
What then is the point of making choices?
---
No, Pathfinder is very clearly a game actively preventing you from the "yes, but" generous GM play style. I myself made a couple of such attempts to be generous, but quickly stopped when my players started asking questions like "is your decision final and permanent? Just want to know which feats I should ignore..."
In almost every single case where I thought "no harm in being generous" a player went "but what about my feat then?" And in the few cases nobody objected, chances are it's just because we weren't high level and hadn't experienced all classes yet - the generosity just happened to invalidate a feat from a class or level my players hadn't checked out.
You can't track a beast you haven't seen with this specific feat.
You can't be smart about finding leads without this specific feat.
And on and on and on...
---
Example from practical play.
The player of a level 15 Barbarian, happy to put her newly taken Cloud Jump to the test, challenged my level 18 monster to a long-jumping contest. After reading the rules and the text of the feat, I had to conclude we couldn't hold that contest (despite the monster being clearly superior in Athletics!) - either the player character would win trivially, or I had to rule the monster didn't need the feat to jump longer distances than its Speed.
Smarting from my previous experiences, I quickly decided not to open Pandora's Box, and suggested they compete another way instead.
Had the game been sensibly designed, every character who becomes Legendary in Athletics would gain this ability automatically. Justifying that my monster was of equivalent ability (monsters don't specify proficiency ranks) would have easy in comparison.
Of course, even better would have to have a general rule that said something like "jumping like on clouds* requires a DC 34 Athletics check**.
*) meaning whatever the benefits of the feat are
**) DC 34 selected because it's the class DC for level 15
The point is, now you have a rule that works for all characters and all monsters. You don't need to reach any specific threshold at all. If you have a +20 bonus, you can try but will find it challenging. If you have a +30 bonus, it's close to a given (especially since you can apply Assurance). As an added benefit, you're not asking a high level character to still jump like a low-level plebe (jumping the standard speed of 25 feet is something you mastered many levels ago) unless you prioritize this one feat.
It allows you to clean out all these useless feats that just serve to emasculate characters, there to create an artifical option space. But mostly introduce monster and NPC incompatibilities and generally be a royal pain in the hindquarters.
In my opinion the heavy (and I do mean superheavy) reliance on feats to gate and control the littlest thing actively undermines the "yes but" GM-generosity playing style.
PF2 is all about balance, where every little bonus or advantage is meant to be a significant investment to treasure.
If you then play in a game where the GM can invalidate your feat at any time it quickly becomes pointless.
I mean, at that stage why not simply play a looser less rules-heavy game?
I would totally have appreciated the game more if things like crawling faster or climbing with one hand free just came with the various skills. That is, instead of having to take this or that feat (with the implication that if you don't have the feat, you're simply out of luck), you'd simply gain the various benefits (=lifting the very hard restrictions) at various levels.
Also I don't like the binary nature of either being able to do it automatically or not at all. I much prefer rpg systems that involve the dice.
Sometimes PF2 does do this - for instance tumbling through an enemy's space. Have a look at the rule:
- everybody can do it, no feat needed
- it isn't automatic, you need a decent die roll
Why this natural intuitive playable implementation wasn't used more is anyone's guess. (You still need Acrobatics, so it's still a wonky implementation if your position is that any high level hero should be able to tumble through a villager's space. But it's infinitely preferable to having a feat called, say, "Tumbler" without which you can't even attempt the maneuver. In this case, there is no such feat - Tumbler doesn't exist, or at least it does something else - but unfortunately there are dozens if not hundreds of Tumbler-like feats in the game. It is also wonky in that you get to attempt to tumble through ONE enemy's space, meaning you need to spend all three of your actions to tumble through three guards even if the total distance moved is just 20 ft or so)
My guess is that Paizo became greedy about feats - making as many feats as possible. Selling as many feats as possible. Reserving the right to the itties bittiest space of rules possibility that you can think of.
This approach ruins Pathfinder 2.
This statement might come across as bold, but I stand by it:
Pathfinder 2 contains over two thousand feats (eight hundred in the CRB). The game would have been unquestionably better with half as many.
It would create far fewer instances of gotchas where the player realizes that the rules actually doesn't let her character do this completely basic and natural thing, that in other games even a level 1 hero would be able to do, much less your supposedly badass level 19 megahero. And if the GM accidentally is generous and allows something, chances are the play group will realize at a later date a feat just got invalidated.
Feats whose function is only to make your hero suck less should never have been in the game in the first place.
I completely understand the theoretical idea "okay so nobody takes this or that feat, what's the problem?"
The problem is where do you draw the line. Which feats are irrelevant, or phrased differently: open to "GM generosity"?
Per the rules, as soon as you take even 1 point of damage from a fall, you land prone. Unless you have a feat. Do you allow corner cases, and if so, how can you justify taking those feats?
Per the rules, you crawl excruciatingly slow (1 square per action). Unless you have a feat. Do you allow corner cases, and if so, how can you justify taking those feats?
Per the rules, you can never jump longer than your Speed (even if you spend more than action). Unless you have a feat. Do you allow corner cases, and if so, how can you justify taking those feats?
Per the rules, you can't climb with weapons drawn (since both hands and feet are needed for the climb), meaning you must spend actions drawing and sheathing your weapon(s) each time you need to reposition yourself on the wall or cliff (making it a no-no to try to defend yourself in practice) Unless you have a feat. Do you allow corner cases, and if so, how can you justify taking those feats?
If you think it's so easy to just be generous, which feats are worthless in your campaign so I know which ones to avoid. Maybe I don't need Quickdraw if you simply allow a DC 15 Acrobatics or Initiative check? Maybe you allow a hero to Grab an Edge even though he wields a two-handed weapon - in which case it's no point is building a Zorro character that fights with one hand "empty"?
This never ends. Per the rules, you need to spend three actions if you want to take a step to the table, jump up on it, and keep moving. Or if you want to reach the door, open it, and step through.
And on and on. I can't be bothered to research this reply, so hopefully you will not get sidetracked if I made a mistake.
Point is, we're quickly moving away from playing PF2 here and into playing KenadaFinder2. Nothing wrong with that...
...except that unless you have a photographic memory, you will forget in which cases you held firm and required the feat, and when you allowed the feat to be bypassed.
In a game where the feat choices - and the very subtle improvements they (together with spells and magic items) grant- are what charbuilding is all about, you quickly end up with an unsatisfying mishmash. Can I ever be certain I'm getting the printed benefit out of my feat choices, or will Kenada just let my fellow players persuade him into letting them try without them?
What then is the point of making choices?
No, Pathfinder is very clearly a game actively preventing you from the "yes, but" generous GM play style. I myself made a couple of such attempts to be generous, but quickly stopped when my players started asking questions like "is your decision final and permanent? Just want to know which feats I should ignore..."
In almost every single case where I thought "no harm in being generous" a player went "but what about my feat then?" And in the few cases nobody objected, chances are it's just because we weren't high level and hadn't experienced all classes yet - the generosity just happened to invalidate a feat from a class or level my players hadn't checked out.
You can't track a beast you haven't seen with this specific feat.
You can't be smart about finding leads without this specific feat.
And on and on and on...
---
Example from practical play.
The player of a level 15 Barbarian, happy to put her newly taken Cloud Jump to the test, challenged my level 18 monster to a long-jumping contest. After reading the rules and the text of the feat, I had to conclude we couldn't hold that contest (despite the monster being clearly superior in Athletics!) - either the player character would win trivially, or I had to rule the monster didn't need the feat to jump longer distances than its Speed.
Smarting from my previous experiences, I quickly decided not to open Pandora's Box, and suggested they compete another way instead.
Had the game been sensibly designed, every character who becomes Legendary in Athletics would gain this ability automatically. Justifying that my monster was of equivalent ability (monsters don't specify proficiency ranks) would have easy in comparison.
Of course, even better would have to have a general rule that said something like "jumping like on clouds* requires a DC 34 Athletics check**.
*) meaning whatever the benefits of the feat are
**) DC 34 selected because it's the class DC for level 15
The point is, now you have a rule that works for all characters and all monsters. You don't need to reach any specific threshold at all. If you have a +20 bonus, you can try but will find it challenging. If you have a +30 bonus, it's close to a given (especially since you can apply Assurance). As an added benefit, you're not asking a high level character to still jump like a low-level plebe (jumping the standard speed of 25 feet is something you mastered many levels ago) unless you prioritize this one feat.
It allows you to clean out all these useless feats that just serve to emasculate characters, there to create an artifical option space. But mostly introduce monster and NPC incompatibilities and generally be a royal pain in the hindquarters.
I always get the feeling 3.5; PF1 and PF2 are games where the creators don't trust Dms to be fair and fun and see to limit in gm freedom. Like the all had anti group gms that made Tomb of Horror dungeons all the time and played against the table then with them seeing TPKs as their win condign. Like all had grown from it is Gm VS player mentality and to give players tools to keep their DMs in check

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.