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General Tabletop Discussion
*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8130225" data-attributes="member: 6801252"><p>Nah thats fine, I understand what you're saying, I just don't understand how any of the examples constitute being harder than the systems I mentioned. They all had more categories of floating bonuses, including untyped ones, as well as math fixer feats, that made the math more substantial (I still remember the Swordmage I had in 4e, who used escalating assault to get another cumulative +1 each time he attacked, I remember Wintertouched + Lasting Frost, Weapon Expertise feats, and so on, and so on- a Unity avenger in one of my games literally had a spreadsheet he could use to figure out his bonus in different situations.) </p><p></p><p>The exception based design, like with the trip/disarm/whatever situation, is actually clear by itself-- it was unclear because they left in language from an earlier draft. Exception based design makes it clearer because if something makes something work different, it actively says so. Degrees of success are the same deal, you read the spell and do what it says to do.</p><p></p><p>I'm confused by how most of these constitute "more complexity" like, degrees of success on spells is complex but arcane spell failure rolls wasn't?</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8130225, member: 6801252"] Nah thats fine, I understand what you're saying, I just don't understand how any of the examples constitute being harder than the systems I mentioned. They all had more categories of floating bonuses, including untyped ones, as well as math fixer feats, that made the math more substantial (I still remember the Swordmage I had in 4e, who used escalating assault to get another cumulative +1 each time he attacked, I remember Wintertouched + Lasting Frost, Weapon Expertise feats, and so on, and so on- a Unity avenger in one of my games literally had a spreadsheet he could use to figure out his bonus in different situations.) The exception based design, like with the trip/disarm/whatever situation, is actually clear by itself-- it was unclear because they left in language from an earlier draft. Exception based design makes it clearer because if something makes something work different, it actively says so. Degrees of success are the same deal, you read the spell and do what it says to do. I'm confused by how most of these constitute "more complexity" like, degrees of success on spells is complex but arcane spell failure rolls wasn't? [/QUOTE]
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Regarding the complexity of Pathfinder 2
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