In other words, what’s an official rule or interaction between different rules in Pathfinder 2e that you think is dumb?

  • bionicjoey@lemmy.ca
    link
    fedilink
    arrow-up
    0
    ·
    9 months ago

    I recently handwaved the exact number of in-game days needed to retrain a feat because the player was feeling frustrated and had only used that feat maybe once in the entire campaign

    • Zagorath@aussie.zoneOP
      link
      fedilink
      arrow-up
      0
      ·
      9 months ago

      The whole downtime rules seem really weird to me. I like the fact that they exist, in theory, but they’re just so different from how I’ve always played I couldn’t see myself use them.

      I, and my players, tend to like actually role-playing what their characters do. Not just saying “I’m gonna schmooze” and rolling a die to see the result.

      But also, I’ve never had large amounts of dedicated downtime. I play large campaigns. The PCs have shit to do, and the BBEG isn’t gonna wait around for a month while they craft.

      The downtime rules seem like they’re made for a very old-school type of play where you go out and raid a dungeon and head back to town until you next decide to raid a dungeon, without as much of an overarching plot. And that’s just not how I’ve ever played.

      • bionicjoey@lemmy.ca
        link
        fedilink
        arrow-up
        1
        ·
        9 months ago

        I like PF2’s downtime stuff, but I don’t like how many activities have a minimum duration of >2 days. In my experience, neither players nor the adventure will tolerate that much time spent not adventuring.

      • Kichae@lemmy.ca
        link
        fedilink
        English
        arrow-up
        0
        arrow-down
        1
        ·
        9 months ago

        I, and my players, tend to like actually role-playing what their characters do. Not just saying “I’m gonna schmooze” and rolling a die to see the result.

        I see people talk about running downtime like this,and exploration like this, too, and I scratch my head.

        It’s always been pretty clear to me that these sections of the book are for the GM, to give them tools to consistently adjudicate player choices, not to give players a value menu to order from

        So, you do your roleplay, the GM sees what you’re doing and maps it on to some Activity, and the Activity tells them how to decide how effective you were, mechanically.

        Like, if a player ever told me that they were going to “use Avoid Notice”, I’d just tilt my head at them and ask them again what their character was doing, and that I’ll figure out what that means, mechanically. Because maybe they don’t get to Avoid Notice because they’ve tailed for the last 20 miles by someone they themselves didn’t notice.

        This was maybe one of the bigger downsides to having both player and GM facing material in the same book, I think.