Thomas Shey
Legend
I
That mostly tracks with my experience. Boring but practical items can be more interesting depending on how they're implemented though. Compare an item that boosts weapon damage with one that boosts sneak attack or smite damage like the Bracelet of Silver Smite above. At the end of the day, they both just increase your damage dealt, but boosting sneak attack damage feels more exciting, both because its a class feature you invested in, and because it gives you something to play around in combat.
To me, that just seems more narrow, rather than more interesting; as you say, it does the same sort of thing, just only for some people and in some circumstances.
And Cute but mostly irrelevant items vary widely from "totally useless" to "helpful in unlikely scenarios." The Rope of Entanglement above is a good example. In most scenarios is it better to spend your standard action to entangle an enemy? No, probably not. But, in an event where an enemy is trying to escape, it's excellent. Unlike grappling, there's no save, and it has a reach of 20 feat. So while it's mostly irrelevant, when it is useful, it's very useful. It's easy to imagine a version of this item that allows an initial save against a low, unscaling DC, that takes two actions to activate, but only one to escape from. Then the item would be better described as "cute, but entirely irrelevant."
I concur, but the question you have to ask is whether the situation that makes it useful ever actually comes up, and whether by that time you remember you have it.
Every item has an opportunity cost, because the gold you make by selling it could be spent on something else. With 2e items, the additional opportunity cost of the actions spent drawing and activating an item not worth it. I know I'm just cherry picking now (which is why I didn't use specific examples originally) but Spell Catalysts embody exactly what I'm talking about. The description sounds really cool. Use a consumable to add an effect to one of your spells, I love it. In practice though, they're narrowly useful, take up a hand, and often add an action to the spell being cast.
Soothing Scents lower the frightened value of someone you heal. Very few enemies can frighten, so they're at best narrowly useful. They also add an action to the spell, so casting Soothe would take up your entire turn. Even worst than that though, is that it has to be held to be activated, and it takes an action to draw. So unless if you start your turn holding one, it takes more than a full turn to cast Soothe boosted by the scents. By the time you pull it off, odds are the frightened will have gone away on its own.
Depending on what kind of things you fight Fear inducing enemies can be more common than you think, but I don't disagree that the action cost can be prohibitive (this makes the always marginal value of consumables in general even worse, far as it goes; there's a whole discussion that can be had about how often people even remember they have, let alone use, consumeables outside of healing potions, and this isn't unique to PF2e, but extra time and similar consumptions certainly don't help).