What gets me playing Draw Steel and not Pathfinder 2e?

I'm rather bothered by the capped/cancel out combo (that's one of the things I dislike about Advantage/Disadvantage) but it may be that things normally covered by that are handled by other effects in DS.
I could start discussing it but I'll just let James(?) speak for himself:
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I could start discussing it but I'll just let James(?) speak for himself:
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There's a lot of stuff in DS I see as trying to walk the line of "impactful without getting too complex." So you can stack things RAW in a way that say 5e may not allow, but not as far as the near-mandatory buff/debuff game I understand PF2 requires; or the hilarious maze that is 4e's +2s all over the place in multiple categories.
 

I can understand that. But Draw Steel’s power roll mechanic just fits you into 1 of 3 tiered results by basically a table lookup.

So a roll of 3 on 2d10 but with double edge just grants the middle tier result which normally requires a 12-16. Practically getting +10 bonus for pitiful dice roll. But then the same double edge escalating a tier when the result was a 12, if it was two +2 (a +4) it would sad trombone into a 16 result getting a same tier 2, but because Draw Steel makes a double edge escalate the tier result a 12 goes straight to tier 3 best result (normally 17+).

I do like that double edge plus a single bane results in still having edge, none of the single disadvantage cancelling out multiple sources of advantage infuriation.

Well, without referencing the system I'm not going to say there might not be a good reason to do it that way in the context of other structural elements (I'm not going to give D&D the same benefit of the doubt because I understand its mechanical structure better), but it still doesn't strike me as ideal. I'll give you two steps is at least better than one, though.
 


There's a lot of stuff in DS I see as trying to walk the line of "impactful without getting too complex." So you can stack things RAW in a way that say 5e may not allow, but not as far as the near-mandatory buff/debuff game I understand PF2 requires; or the hilarious maze that is 4e's +2s all over the place in multiple categories.

I should note that PF2e has a maximum of about five steps you can play there, and some of them are hard to apply at will. That's because they compressed the modifier types from what it once was so you're not doing the 3e era "chase a dozen potential modifiers" thing.
 

I should note that PF2e has a maximum of about five steps you can play there, and some of them are hard to apply at will. That's because they compressed the modifier types from what it once was so you're not doing the 3e era "chase a dozen potential modifiers" thing.

Yeah to me that’s still way too many for a game with a lot of tactical combat. My group of pretty on the ball and dedicated players were struggling to keep all the little bits of Daggerheart abilities straight 5 sessions in, in part because it actually can have quite a few steps and maths per roll. DS! would’ve likely been faster on a per-roll outcome adjudication standpoint.
 

Yeah to me that’s still way too many for a game with a lot of tactical combat.

Not much more to say on the subject then. But I wanted to keep that visibible to people, because there's a lot of criticism that acts like its back in the 3e days of a good dozen modifiers.

(To make it clear, I didn't respond to the rest because I consider pursuit of speed almost always counterproductive).
 

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