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General Tabletop Discussion
*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
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<blockquote data-quote="kenada" data-source="post: 8130332" data-attributes="member: 70468"><p>We’ve been playing for 20+ sessions now, and I still don’t feel like I have a very good grasp on skill actions. It’s keeping all the degrees of success straight. Are they really worth it? Maybe I should make better use of the Archives of Nethys <a href="http://2e.aonprd.com/GMScreen.aspx" target="_blank">GM screen</a>, but I’d rather make an ad hoc test and determine success or failure results based on what makes sense at the table at the time.</p><p></p><p></p><p>I don’t think having a lot of crunch is a negative per se. If things are properly modularized, and the system sticks to it, then you can isolate things, so you only need to focus on what matters. If someone brings something new into play, it should slot right into the existing structures along with everything else.</p><p></p><p>For example, if someone starts playing a fighter, then they’ll be making Attacks of Opportunity, but you don’t have to memorize a whole bunch of situations where they’re prbecause it uses the standard trigger mechanism for reactions. The player just has to keep an eye on the trigger like they would any other one.</p></blockquote><p></p>
[QUOTE="kenada, post: 8130332, member: 70468"] We’ve been playing for 20+ sessions now, and I still don’t feel like I have a very good grasp on skill actions. It’s keeping all the degrees of success straight. Are they really worth it? Maybe I should make better use of the Archives of Nethys [URL='http://2e.aonprd.com/GMScreen.aspx']GM screen[/URL], but I’d rather make an ad hoc test and determine success or failure results based on what makes sense at the table at the time. I don’t think having a lot of crunch is a negative per se. If things are properly modularized, and the system sticks to it, then you can isolate things, so you only need to focus on what matters. If someone brings something new into play, it should slot right into the existing structures along with everything else. For example, if someone starts playing a fighter, then they’ll be making Attacks of Opportunity, but you don’t have to memorize a whole bunch of situations where they’re prbecause it uses the standard trigger mechanism for reactions. The player just has to keep an eye on the trigger like they would any other one. [/QUOTE]
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Regarding the complexity of Pathfinder 2
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