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Regarding the complexity of Pathfinder 2
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<blockquote data-quote="kenada" data-source="post: 8114901" data-attributes="member: 70468"><p>So this thread prompted me to make an attempt at reworking weapon traits to follow the same format that the system uses for feats, actions, etc. I found them more readable. Now that they’re not just dense blobs of text, it’s easy to see they fall into a few types:</p><ul> <li data-xf-list-type="ul">Circumstance bonus to attack: backswing, sweep</li> <li data-xf-list-type="ul">Combat maneuvers: disarm, grapple, shove, trip</li> <li data-xf-list-type="ul">Critical success effects: deadly, fatal</li> <li data-xf-list-type="ul">Damage boosts (based on weapon damage dice): forceful, jousting, twin</li> <li data-xf-list-type="ul">Damage boosts (other): backstabber, propulsive, two-hand</li> <li data-xf-list-type="ul">New mechanics: attached, free-hand, reach, unarmed, versatile</li> <li data-xf-list-type="ul">Various benefits: agile, finesse, nonlethal, parry, thrown</li> <li data-xf-list-type="ul">Various limitations: volley</li> </ul><p>Here’s the result of the work: <a href="https://www.dropbox.com/s/8z5s1c5s03rob7e/Weapon%20Traits.pdf" target="_blank">Weapon Traits.pdf</a> (edit: or v2, which keeps closer to the original style while trying to be a bit more consistent with how it denotes things: <a href="https://www.dropbox.com/s/6tfelotd3u2b4j7/Weapon%20Traits%20v2.pdf" target="_blank">Weapon Traits v2.pdf</a>)</p><p></p><p>I should note I didn’t <em>just</em> reformat them. I turned the non-static stuff into effects you layered on top of your attacks or into actions with triggers. That gives it a proper home on your character sheet and helps you see them visually while scanning the list of traits. I also added an exploration activity to Affix an Attached Weapon and turned Parry into an action (because having it trigger reactions to manipulate actions is silly). However, that (Parry) should be the only material change. The rest should be equivalent.</p><p></p><p>Something I noticed during the conversion is some of the stuff was just underspecified or really clumsily worded. Affixing your attached weapon probably should need a repair kit, but it doesn’t say. I assumed it did. The triggering actions in particular were a lot harder to parse before I turned them into actions. It seems like whenever PF2 deviates from the standardized format it uses to convey mechanics it suffers.</p><p></p><p>Edit: I should add that the check to Affix an Attached Weapon is completely pointless and should probably be dropped (just like Affix a Talisman doesn’t have one).</p></blockquote><p></p>
[QUOTE="kenada, post: 8114901, member: 70468"] So this thread prompted me to make an attempt at reworking weapon traits to follow the same format that the system uses for feats, actions, etc. I found them more readable. Now that they’re not just dense blobs of text, it’s easy to see they fall into a few types: [LIST] [*]Circumstance bonus to attack: backswing, sweep [*]Combat maneuvers: disarm, grapple, shove, trip [*]Critical success effects: deadly, fatal [*]Damage boosts (based on weapon damage dice): forceful, jousting, twin [*]Damage boosts (other): backstabber, propulsive, two-hand [*]New mechanics: attached, free-hand, reach, unarmed, versatile [*]Various benefits: agile, finesse, nonlethal, parry, thrown [*]Various limitations: volley [/LIST] Here’s the result of the work: [URL='https://www.dropbox.com/s/8z5s1c5s03rob7e/Weapon%20Traits.pdf']Weapon Traits.pdf[/URL] (edit: or v2, which keeps closer to the original style while trying to be a bit more consistent with how it denotes things: [URL='https://www.dropbox.com/s/6tfelotd3u2b4j7/Weapon%20Traits%20v2.pdf']Weapon Traits v2.pdf[/URL]) I should note I didn’t [I]just[/I] reformat them. I turned the non-static stuff into effects you layered on top of your attacks or into actions with triggers. That gives it a proper home on your character sheet and helps you see them visually while scanning the list of traits. I also added an exploration activity to Affix an Attached Weapon and turned Parry into an action (because having it trigger reactions to manipulate actions is silly). However, that (Parry) should be the only material change. The rest should be equivalent. Something I noticed during the conversion is some of the stuff was just underspecified or really clumsily worded. Affixing your attached weapon probably should need a repair kit, but it doesn’t say. I assumed it did. The triggering actions in particular were a lot harder to parse before I turned them into actions. It seems like whenever PF2 deviates from the standardized format it uses to convey mechanics it suffers. Edit: I should add that the check to Affix an Attached Weapon is completely pointless and should probably be dropped (just like Affix a Talisman doesn’t have one). [/QUOTE]
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