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Regarding the complexity of Pathfinder 2
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<blockquote data-quote="Justice and Rule" data-source="post: 8141939" data-attributes="member: 6778210"><p>So this is kind of deceptive because, well, all powers are not created equal. First off, D&D 5E's <em>Aggressive</em> is not quite as game-changing as PF2's <em>Ferocity</em>. With <em>Aggressive, </em>it gets Orcs into combat quicker via the bonus action to move towards a hostile creature, but I'm not sure it changes how you actually engage with them.</p><p></p><p><em>Ferocity</em>, on the other hand, is naughty word <strong><em>huge. </em></strong>Basically as a reaction an Orc can just <em>stand back up, </em>getting 1 hit point and taking the Wounded 1 trait. They can do this up to Wounded 3, at which they can't use the ability anymore. Now you can kill them outright if you just hit them while they don't have a reaction, but suddenly there's a whole new tactical game to play in trying to take on an Orc in PF2 compared to D&D5E.</p><p></p><p>Also worth noting that not all Orcs have <em>Attack of Opportunity: </em>Warriors and Warchiefs do, Brutes do not. So stronger Orcs are stickier, though when they get down in health using that ability becomes risky since it shares the same reaction with <em>Ferocity.</em></p><p></p><p></p><p></p><p>But the nice thing is that the enemies can all try those things, too. Having mechanics the players to do things like shield bash also gives the GM similar options for humanoid enemies. Along with the different weapon mechanics you can fit different humanoids for different tasks.</p><p></p><p>For example, the Orc Warrior has the Necksplitter, which is Forceful (a +1 to damage for each weapon die for the second attack on a turn, and +2 to damage for each weapon die on further attacks on a turn) and has Sweep (+1 to hit if you've already attacked another target), which means they are probably inclined to try to make multiple attacks with more people around, and are more likely to cause more damage.</p><p></p><p>Orc Brutes, on the other hand, have dual Orc Knuckleblades, which means they have Disarm (Can attempt to disarm with their weapon rather than a free hand) and Agile (only a -4/-8 to multi-attacks). So, in theory, Brutes are better at disarming and are more likely to hit on multiple attacks.</p><p></p><p>(Note: Admittedly disarming is actually rather hard as you need a critical success to actually do it. But the success result of giving your opponent a -2 to attack with that item is very good, and a +2 to disarm until the start of the opponent's next turn is good if you have a buddy nearby trying to do the same.)</p><p></p><p>So there's a lot of inbuilt things within the system itself not tied to creatures like weapon traits and combat maneuvers which give room for interesting encounters. And sure, you can do some of that stuff in 5E, but I think it's better managed here.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 8141939, member: 6778210"] So this is kind of deceptive because, well, all powers are not created equal. First off, D&D 5E's [I]Aggressive[/I] is not quite as game-changing as PF2's [I]Ferocity[/I]. With [I]Aggressive, [/I]it gets Orcs into combat quicker via the bonus action to move towards a hostile creature, but I'm not sure it changes how you actually engage with them. [I]Ferocity[/I], on the other hand, is naughty word [B][I]huge. [/I][/B]Basically as a reaction an Orc can just [I]stand back up, [/I]getting 1 hit point and taking the Wounded 1 trait. They can do this up to Wounded 3, at which they can't use the ability anymore. Now you can kill them outright if you just hit them while they don't have a reaction, but suddenly there's a whole new tactical game to play in trying to take on an Orc in PF2 compared to D&D5E. Also worth noting that not all Orcs have [I]Attack of Opportunity: [/I]Warriors and Warchiefs do, Brutes do not. So stronger Orcs are stickier, though when they get down in health using that ability becomes risky since it shares the same reaction with [I]Ferocity.[/I] But the nice thing is that the enemies can all try those things, too. Having mechanics the players to do things like shield bash also gives the GM similar options for humanoid enemies. Along with the different weapon mechanics you can fit different humanoids for different tasks. For example, the Orc Warrior has the Necksplitter, which is Forceful (a +1 to damage for each weapon die for the second attack on a turn, and +2 to damage for each weapon die on further attacks on a turn) and has Sweep (+1 to hit if you've already attacked another target), which means they are probably inclined to try to make multiple attacks with more people around, and are more likely to cause more damage. Orc Brutes, on the other hand, have dual Orc Knuckleblades, which means they have Disarm (Can attempt to disarm with their weapon rather than a free hand) and Agile (only a -4/-8 to multi-attacks). So, in theory, Brutes are better at disarming and are more likely to hit on multiple attacks. (Note: Admittedly disarming is actually rather hard as you need a critical success to actually do it. But the success result of giving your opponent a -2 to attack with that item is very good, and a +2 to disarm until the start of the opponent's next turn is good if you have a buddy nearby trying to do the same.) So there's a lot of inbuilt things within the system itself not tied to creatures like weapon traits and combat maneuvers which give room for interesting encounters. And sure, you can do some of that stuff in 5E, but I think it's better managed here. [/QUOTE]
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