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General Tabletop Discussion
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Regarding the complexity of Pathfinder 2
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<blockquote data-quote="Celtavian" data-source="post: 8113603" data-attributes="member: 5834"><p>PF2 could use some clean up. The makings of a very good game are there, but the book Paizo released has far too much in it written in a sometimes strange way. The community should do some clean up work and advise Paizo to clean up and shorten the book.</p><p></p><p>Some examples of half-assed rules:</p><p>1. Crafting is overly complex for what you get. The precious material crafting for ammo is not spelled out and shouldn't be what it is. It's strange. </p><p></p><p>2. Someone pointed out a damage rule that made it so <em>polar ray</em> didn't critical hit. This rule written as a small addendum in this damage section applied to literally one spell in the whole book and seemed completely unnecessary. Like it was tossed in their, forgotten about, and somehow some player found it and the one spell it applied to in the 600 page rulebook. Why was it even in there? Get rid of that crap.</p><p></p><p>3. Battle Forms. There are three battle form spells that allow manipulate actions where you turn into creatures that should be able to cast and speak. But the overarching rule states you can't cast or speak in a battle form. None of the combat maneuvers require manipulate actions. You can't wield weapons in a battle form. No DM is going to make some creature trapped in a room because it can't open a door or rule a giant bird can't pick someone up in its talons. Makes no sense to add the "you can use manipulate actions" for other than casting, yet you can't. Seems like a huge oversight.</p><p></p><p>4. Overall too many rules are scattered in too many places that interact in strange and unintuitive ways. The entire book could use another pass to simplify the system and rules.</p><p></p><p>5. Interact action required to move from one hand to two hands on a weapon? Why is this necessary? Why put this small rule in? Does nothing. Just creates another interaction to memorize for no good reason.</p><p></p><p>I'm going through and excising unnecessary rules and adjusting certain rules to make them more fun and simple. It's not breaking the game at all. Nice thing about PF2 is the balance is so tight, modifications don't cause much of a balance change.</p><p></p><p>I highly recommend you modify or get of rules you don't feel like having in your game if there is no measurable effect on encounter balance.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 8113603, member: 5834"] PF2 could use some clean up. The makings of a very good game are there, but the book Paizo released has far too much in it written in a sometimes strange way. The community should do some clean up work and advise Paizo to clean up and shorten the book. Some examples of half-assed rules: 1. Crafting is overly complex for what you get. The precious material crafting for ammo is not spelled out and shouldn't be what it is. It's strange. 2. Someone pointed out a damage rule that made it so [i]polar ray[/i] didn't critical hit. This rule written as a small addendum in this damage section applied to literally one spell in the whole book and seemed completely unnecessary. Like it was tossed in their, forgotten about, and somehow some player found it and the one spell it applied to in the 600 page rulebook. Why was it even in there? Get rid of that crap. 3. Battle Forms. There are three battle form spells that allow manipulate actions where you turn into creatures that should be able to cast and speak. But the overarching rule states you can't cast or speak in a battle form. None of the combat maneuvers require manipulate actions. You can't wield weapons in a battle form. No DM is going to make some creature trapped in a room because it can't open a door or rule a giant bird can't pick someone up in its talons. Makes no sense to add the "you can use manipulate actions" for other than casting, yet you can't. Seems like a huge oversight. 4. Overall too many rules are scattered in too many places that interact in strange and unintuitive ways. The entire book could use another pass to simplify the system and rules. 5. Interact action required to move from one hand to two hands on a weapon? Why is this necessary? Why put this small rule in? Does nothing. Just creates another interaction to memorize for no good reason. I'm going through and excising unnecessary rules and adjusting certain rules to make them more fun and simple. It's not breaking the game at all. Nice thing about PF2 is the balance is so tight, modifications don't cause much of a balance change. I highly recommend you modify or get of rules you don't feel like having in your game if there is no measurable effect on encounter balance. [/QUOTE]
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