Zubatcarteira
Now you're infected by the Musical Doodle
Forgetting how to do the thing you could do yesterday is exactly how preparing spells works, so that's been a thing for a while.
There are feats, such as 'Untrained Improvisation' that let you boost untrained rank.Yeah I touched on that in my edits. I would personally prefer if the untrained rank allowed you to add your level -2, and then Untrained Improvisation removed the -2 penalty. The difference between untrained and trained+ skills becomes egregious once you get to mid to high levels.
That analysis largely misses the fact that many topics, like skills, were completely undefined in early D&D. Fighting men fought, clerics healed and disposed of undead, and magic users cast arcane spells. But when it came to knowing things or doing skillful things that weren't encapsulated in those 3 activities above, everything else was fair game without limits and boundaries except what the DM decided to invoke. Kind of more like improv acting, planning, and debating with the DM than it was a game.Pathfinder does that. D&D used to do that. I don't know 5E - but the conversation here makes me think the game has forgotten why Gygax gave it classes and levels. It was to tell a player, the moment they sat down; what they were there at the table to do. So they could jump right in and game.
If you want 90% roleplay and 10% game - there's always Theatrix. And I mention that now obscure olf tRPG for a reason. It's the polar opposite of the classic D&D experience. Nothing is set in Theatrix and it's all about the roleplay. There's almost no 'game' to the game. That can leave players who are not drama majors or actual actors sitting at the table and lacking a sense of purpose. It can leave any player lacking a sense of challenge. It's more of a guide to improv acting than it is a game.
PF2E is much closer to the classic D&D side of things. It's a game, that has roleplaying. And the limits and boundaries work to provide structure for the game and it's group of different players. Give each player a distinct purpose by limiting their options, so they each have a sense of purpose and know what to do with the character they are playing.
there's a huge cognitive disconnect in the way pathfinder try's to limit players. I think it's one of the limiting factors that will prevent it from ever becoming as large as DND. giving someone an ability and saying "it's magic" works it's easy to accept. Saying no you can now be a specialist evoker but you forget everything you knew about being a specialist Diviner is just mentally painful and weird.
I get the reason for the mechanic, it apeals to the min-maxer crowd which is Pathfinder's core group of customers but for non min-maxer's it's like pebbles in your shoes. And that kind of lack of continuity to achieve a goal is fundamental to the entire pathfinder design. It's why magic is so goofy in pathfinder. Things are just decided in individual spells that contradict with what other spells do to keep balance.
Playing either version of pathfinder for me is like walking around with pebbles in each shoe. The only thing worse for me is when people try to tell me that it all makes sense. Because not one single system in pathfinder that is designed logically from start to finish. They just add arbitrary rules to achieve design goals. Obviously not my game. I tried 2e. I'll play 1e if it's the only game available but the arbitrary rules just suck the fun out of it.
Typically, class and skill system are separate in D&D and derivatives.
ok then explain to me why I can cast a wall of fire in the air and when the ship sails through it only the sailors take damage. Vehicles in pathfinder only take damage if the effect is cast directly on them.....I can't think of a single thing like that in DND but I can come up with a book of em for pathfinder. tha'ts the stuff that makes me feel like it's a game with 4 nuns leaning over the table smacking finger's arbutrarily yelling that's not nice!.I accept that it is for you. But I'll be really blunt; it doesn't seem even a tiny bit weirder to me than fire and forget spells, armor that makes you harder to hit, and going up in level making you harder to kill in a fall. And I'm not sure this one will make people who grew up on MMO's even blink.
D&D-sphere games are super-stylized in some ways, and this is just one other. I again, accept it seems different to you, but I've got to say that's likely just because the other things I mention above you're used to, and this one you aren't.
Here's another example: If you're going to try and convince me that D&D-sphere spells have ever been done to any useful common metric, let's just say its going to be heavy lifting. They've been arbitrary as could be from day one.
Like I said, so, D&D?
That analysis largely misses the fact that many topics, like skills, were completely undefined in early D&D. Fighting men fought, clerics healed and disposed of undead, and magic users cast arcane spells. But when it came to knowing things or doing skillful things that weren't encapsulated in those 3 activities above, everything else was fair game without limits and boundaries except what the DM decided to invoke. Kind of more like improv acting, planning, and debating with the DM than it was a game.
ok then explain to me why I can cast a wall of fire in the air and when the ship sails through it only the sailors take damage. Vehicles in pathfinder only take damage if the effect is cast directly on them.....I can't think of a single thing like that in DND but I can come up with a book of em for pathfinder. tha'ts the stuff that makes me feel like it's a game with 4 nuns leaning over the table smacking finger's arbutrarily yelling that's not nice!.