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What Single Thing Would You Add
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<blockquote data-quote="rmcoen" data-source="post: 8242870" data-attributes="member: 6692404"><p>I like more crunch - my "add one thing" was more distinction in weapons (and armor, but mostly weapons). Like the whole conversation about the Trident (was that this thread? or the "bugs me" thread?) being "Martial", and mechanically identical to the Spear (despite costing more, being heavier, and the spear is "Simple"). If weapons had more distinctions - even a "joke" distinction like "+2 on Survival checks to Forage, because 3 tines are better than one when fishing"! - picking a weapon is a more interesting decision.</p><p></p><p>I like PF2's more levels of proficiency with skills. I like the defined tiers of "Experts can do this", even if the DC is low enough an untrained person <em>can't</em> fail... they can't try. I like their skill quirk/feat ideas. Again, more crunch, more distinctions, more "my Acrobat (master of balance) is different from your Acrobat (master of tumbling and falling)".</p><p></p><p>My players like [RAW] because they can look things up in online tools, use online character builders and sheets, and sometimes min-max within the confines of a known system. They tend to forget little details, even on their own unique magic items. Too many choices or details, and combat turns take 10 minutes each.</p></blockquote><p></p>
[QUOTE="rmcoen, post: 8242870, member: 6692404"] I like more crunch - my "add one thing" was more distinction in weapons (and armor, but mostly weapons). Like the whole conversation about the Trident (was that this thread? or the "bugs me" thread?) being "Martial", and mechanically identical to the Spear (despite costing more, being heavier, and the spear is "Simple"). If weapons had more distinctions - even a "joke" distinction like "+2 on Survival checks to Forage, because 3 tines are better than one when fishing"! - picking a weapon is a more interesting decision. I like PF2's more levels of proficiency with skills. I like the defined tiers of "Experts can do this", even if the DC is low enough an untrained person [I]can't[/I] fail... they can't try. I like their skill quirk/feat ideas. Again, more crunch, more distinctions, more "my Acrobat (master of balance) is different from your Acrobat (master of tumbling and falling)". My players like [RAW] because they can look things up in online tools, use online character builders and sheets, and sometimes min-max within the confines of a known system. They tend to forget little details, even on their own unique magic items. Too many choices or details, and combat turns take 10 minutes each. [/QUOTE]
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