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Simplified PF2e?
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<blockquote data-quote="Justice and Rule" data-source="post: 9088839" data-attributes="member: 6778210"><p>These are all coercion, and the whole "takes a minute" is wholly negotiable within the rules themselves. What it allows is that you can <em>always</em> do it in 6 seconds, or you can <em>always</em> hit multiple people instead of one. I've always found this sort of thing pretty okay, and gives me an idea of how something like coercion should generally work. I like it more for Diplomacy, actually, because I can put some generalized time costs on people trying to work different rooms.</p><p></p><p>Similarly, the whole "intimidation doesn't last longer than a scene" is largely meant to put rather logical roleplay limits on the table for a GM to use: you can intimidate people into doing something around you, but you can't make that last without something else at play, and there are always potential consequences even on a success. If your GM decides it's enough, that's fine, but you aren't <em>entitled</em> to indefinite influence over someone due to one check. Things like Lasting Coercion change that to a Week and a Month, which tells you what sort of skills you need to be a criminal kingpin.</p><p></p><p>To me, I like that stuff because not only does that help me understand how they intend it to work, I can start conceptualizing successes, failures, and different sorts of exceptions in my head before I get into play. YMMV, of course.</p><p></p><p></p><p></p><p>You absolutely <em>can. </em>We've (not you specifically, the general we) had this discussion before, and if I'm frustrated it's not because of you but that this is always something that gets brought up. The only thing the feat does is make it so that you only have to make one roll and spend 2 hours (or a day, if you're the Dandy) doing it. That does not preclude you from spreading rumors, it just means that you always have this method open to you. If your GM says you can spread a rumor in an hour, that's fine. With the Dandy, they can just <em>do that</em>.</p><p></p><p></p><p></p><p>I feel like the problem is that because PF2 has so many of these rules that people think that these are the only ways to do something, but that's not really the case. You can still judge things by the situation, but these feats should be looked at as <em>empowering the individual</em> rather than <em>excluding the masses: </em>If you have a situation where someone could intimidate someone with a few words or scare a group, that's fine. But they aren't <em>entitled</em> to it like the feat holders.</p></blockquote><p></p>
[QUOTE="Justice and Rule, post: 9088839, member: 6778210"] These are all coercion, and the whole "takes a minute" is wholly negotiable within the rules themselves. What it allows is that you can [I]always[/I] do it in 6 seconds, or you can [I]always[/I] hit multiple people instead of one. I've always found this sort of thing pretty okay, and gives me an idea of how something like coercion should generally work. I like it more for Diplomacy, actually, because I can put some generalized time costs on people trying to work different rooms. Similarly, the whole "intimidation doesn't last longer than a scene" is largely meant to put rather logical roleplay limits on the table for a GM to use: you can intimidate people into doing something around you, but you can't make that last without something else at play, and there are always potential consequences even on a success. If your GM decides it's enough, that's fine, but you aren't [I]entitled[/I] to indefinite influence over someone due to one check. Things like Lasting Coercion change that to a Week and a Month, which tells you what sort of skills you need to be a criminal kingpin. To me, I like that stuff because not only does that help me understand how they intend it to work, I can start conceptualizing successes, failures, and different sorts of exceptions in my head before I get into play. YMMV, of course. You absolutely [I]can. [/I]We've (not you specifically, the general we) had this discussion before, and if I'm frustrated it's not because of you but that this is always something that gets brought up. The only thing the feat does is make it so that you only have to make one roll and spend 2 hours (or a day, if you're the Dandy) doing it. That does not preclude you from spreading rumors, it just means that you always have this method open to you. If your GM says you can spread a rumor in an hour, that's fine. With the Dandy, they can just [I]do that[/I]. I feel like the problem is that because PF2 has so many of these rules that people think that these are the only ways to do something, but that's not really the case. You can still judge things by the situation, but these feats should be looked at as [I]empowering the individual[/I] rather than [I]excluding the masses: [/I]If you have a situation where someone could intimidate someone with a few words or scare a group, that's fine. But they aren't [I]entitled[/I] to it like the feat holders. [/QUOTE]
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