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General Tabletop Discussion
*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
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<blockquote data-quote="Puggins" data-source="post: 8098164" data-attributes="member: 12386"><p>This is the main point- the pathfinder team basically decided to name every single option in the game a feat, for good or ill. The only ones that resemble feats as they exist in 3/4/5e are skill feats and general feats, both of which are disassociated from specific heritages or classes. Heritage and class feats are more appropriately named "features." </p><p></p><p>There are fewer than 50 general feats (this a deficit that the APG did NOT address well) and about 100 skill feats. You can make the case that more are needed.</p><p></p><p>I do agree that several of the sub-systems are over-engineered. The general philosophy working here is that most actions require a die roll, which is complicating things a ton. Using medicine to treat wounds out of combat should require no die rolling, at all. Something like "10 minutes to heal 5+your level in hitpoints, 10+level for expert, 15+level for master, 20 + level for legendary" would probably be the way to go. Battlefield medicine or stabilizing a character could require rolls, since those are time-sensitive actions performed under stressful conditions. Crafting should function similarly.</p><p></p><p>Recall Knowledge, on the other hand, I would argue is under-engineered. There's an awful lot of hand-waving going on there. Say you want to make a recall knowledge check to figure out a Clay Golem's abilities and weaknesses. What should the DM tell you if you roll a success? how about a critical success? Ask different DMs and you'll probably completely different answers. The "official" result should be success will give you their most prominent feature- which one is that? The spells that slow them? The ones that harm them? The ones that heal them? How about their cursed wounds? How about their saves? It's very vague and can make a major difference in a combat.</p></blockquote><p></p>
[QUOTE="Puggins, post: 8098164, member: 12386"] This is the main point- the pathfinder team basically decided to name every single option in the game a feat, for good or ill. The only ones that resemble feats as they exist in 3/4/5e are skill feats and general feats, both of which are disassociated from specific heritages or classes. Heritage and class feats are more appropriately named "features." There are fewer than 50 general feats (this a deficit that the APG did NOT address well) and about 100 skill feats. You can make the case that more are needed. I do agree that several of the sub-systems are over-engineered. The general philosophy working here is that most actions require a die roll, which is complicating things a ton. Using medicine to treat wounds out of combat should require no die rolling, at all. Something like "10 minutes to heal 5+your level in hitpoints, 10+level for expert, 15+level for master, 20 + level for legendary" would probably be the way to go. Battlefield medicine or stabilizing a character could require rolls, since those are time-sensitive actions performed under stressful conditions. Crafting should function similarly. Recall Knowledge, on the other hand, I would argue is under-engineered. There's an awful lot of hand-waving going on there. Say you want to make a recall knowledge check to figure out a Clay Golem's abilities and weaknesses. What should the DM tell you if you roll a success? how about a critical success? Ask different DMs and you'll probably completely different answers. The "official" result should be success will give you their most prominent feature- which one is that? The spells that slow them? The ones that harm them? The ones that heal them? How about their cursed wounds? How about their saves? It's very vague and can make a major difference in a combat. [/QUOTE]
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