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Regarding the complexity of Pathfinder 2
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<blockquote data-quote="kenada" data-source="post: 8107190" data-attributes="member: 70468"><p>That stuff is compartmentalized. Unless you’re looking at dedications, it’s just not something one has to worry about. The player is always evaluating a subset of all the options. Admittedly, this gets a bit messier when you’re looking at dedications, but that’s going to be less often than just picking feats for the new level you gained.</p><p></p><p>As for these two things: Twin Takedown only works on your hunted prey. If you Hunt Prey every turn, it has the same effective cost as Double Slice. It’s written the way it is to reinforce the theme of the ranger as someone who hunts a chosen target. The [Flourish] trait prevents it from being spammed 3× a round (which it totally would be). Double Slice doesn’t need the [Flourish] trait because its two-action cost prevents it from being used more than one per round (the action granted by the quickened condition only allows you to Strike or Stride).</p><p></p><p>However, since you didn’t, I’ll mention skill feats. They are the fly in the ointment. I like the idea of feats that improve non-combat stuff, but skill feats create the perception that you can’t do anything with skill checks that hasn’t been enumerated. I didn’t like skill unlocks in <em>Pathfinder Unchained</em> for the same reason.</p><p></p><p>I try to strike a balance when dealing with skill checks. “To do it you have to do it” is how I handle actions and activities, so you can’t make a check if you can’t use the action or activity to do what you want to do, but I’m also amenable to taking things outside of the regular action economy. For example, you Make an Impression then a Request of help to a group if you don’t have Group Impression, but we can do an influence event where you get the same outcome. The benefit of Group Impression is it lets you compress all that down.</p><p></p><p></p><p>PF1 has a ton of options, the rules have a lot of special cases (e.g., AoO), and crazy amounts of modifiers with little consistency between what affected the roll and what affected the DC. The options also varied in quality quite a bit, so characters could vary wildly in capability. If your group had characters of mixed power, encounter balancing was just not a thing you could do by the book. Stealth was also broken as written. Swift actions got used as a crutch to work around the limits of the PF1 action economy. It’s was clunky at first (but both familiar to and compatible with 3.5e), but it turned into a bloated mess once you started layering customization on top of it. Whatever clarity PF2 lacks doesn’t compare to the problems PF1 developed.</p></blockquote><p></p>
[QUOTE="kenada, post: 8107190, member: 70468"] That stuff is compartmentalized. Unless you’re looking at dedications, it’s just not something one has to worry about. The player is always evaluating a subset of all the options. Admittedly, this gets a bit messier when you’re looking at dedications, but that’s going to be less often than just picking feats for the new level you gained. As for these two things: Twin Takedown only works on your hunted prey. If you Hunt Prey every turn, it has the same effective cost as Double Slice. It’s written the way it is to reinforce the theme of the ranger as someone who hunts a chosen target. The [Flourish] trait prevents it from being spammed 3× a round (which it totally would be). Double Slice doesn’t need the [Flourish] trait because its two-action cost prevents it from being used more than one per round (the action granted by the quickened condition only allows you to Strike or Stride). However, since you didn’t, I’ll mention skill feats. They are the fly in the ointment. I like the idea of feats that improve non-combat stuff, but skill feats create the perception that you can’t do anything with skill checks that hasn’t been enumerated. I didn’t like skill unlocks in [I]Pathfinder Unchained[/I] for the same reason. I try to strike a balance when dealing with skill checks. “To do it you have to do it” is how I handle actions and activities, so you can’t make a check if you can’t use the action or activity to do what you want to do, but I’m also amenable to taking things outside of the regular action economy. For example, you Make an Impression then a Request of help to a group if you don’t have Group Impression, but we can do an influence event where you get the same outcome. The benefit of Group Impression is it lets you compress all that down. PF1 has a ton of options, the rules have a lot of special cases (e.g., AoO), and crazy amounts of modifiers with little consistency between what affected the roll and what affected the DC. The options also varied in quality quite a bit, so characters could vary wildly in capability. If your group had characters of mixed power, encounter balancing was just not a thing you could do by the book. Stealth was also broken as written. Swift actions got used as a crutch to work around the limits of the PF1 action economy. It’s was clunky at first (but both familiar to and compatible with 3.5e), but it turned into a bloated mess once you started layering customization on top of it. Whatever clarity PF2 lacks doesn’t compare to the problems PF1 developed. [/QUOTE]
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