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Simplified PF2e?
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<blockquote data-quote="kenada" data-source="post: 9088457" data-attributes="member: 70468"><p>I ran an old-school style campaign for about a year or so before PF2 burned me out on the system. I think focusing on character builds isn’t the right approach. The number of options you have at any given decision point is not very large, and the game provides suggested builds you can use if you want a particular concept and don’t want to deal with it.</p><p></p><p>These two issues are probably the biggest issues for me:</p><ul> <li data-xf-list-type="ul">Skill Actions. They provide some concrete customization points, but there’s a big list you need to know (or reference). If you want to simplify things, get rid of skill actions and replace them with a framework for adjudicating skills. The GM will need guidance on how to interpret degrees of success, and the VP subsystem can pick up the slack for larger endeavors (infiltration, negotiation, exploration, etc).</li> <li data-xf-list-type="ul">Traits. It’s the core of the system, but they add a bunch of conceptual complexity because traits interact with the action economy in various ways (depending on the actions), and some of them have rules associated with them on top of that. Traits allow the core rules to remain simple by not having to include exceptions, but really the exceptions have just been moved to being encoded in the action economy. I don’t see how you solve that without radically changing the system.</li> </ul><p>I think it’s possible to change the design of the action economy while keeping tactical play. We play <em>Middara</em>, which is an adventure board game with tactical combat. I’d describe its mechanics overall as less complicated than PF2, but the play is still tactically engaging. The problem with that approach for PF2 is you lose the feel of 3e, which I think was intentional and an important consideration, but if you’re going for something else, that may be okay.</p></blockquote><p></p>
[QUOTE="kenada, post: 9088457, member: 70468"] I ran an old-school style campaign for about a year or so before PF2 burned me out on the system. I think focusing on character builds isn’t the right approach. The number of options you have at any given decision point is not very large, and the game provides suggested builds you can use if you want a particular concept and don’t want to deal with it. These two issues are probably the biggest issues for me: [LIST] [*]Skill Actions. They provide some concrete customization points, but there’s a big list you need to know (or reference). If you want to simplify things, get rid of skill actions and replace them with a framework for adjudicating skills. The GM will need guidance on how to interpret degrees of success, and the VP subsystem can pick up the slack for larger endeavors (infiltration, negotiation, exploration, etc). [*]Traits. It’s the core of the system, but they add a bunch of conceptual complexity because traits interact with the action economy in various ways (depending on the actions), and some of them have rules associated with them on top of that. Traits allow the core rules to remain simple by not having to include exceptions, but really the exceptions have just been moved to being encoded in the action economy. I don’t see how you solve that without radically changing the system. [/LIST] I think it’s possible to change the design of the action economy while keeping tactical play. We play [I]Middara[/I], which is an adventure board game with tactical combat. I’d describe its mechanics overall as less complicated than PF2, but the play is still tactically engaging. The problem with that approach for PF2 is you lose the feel of 3e, which I think was intentional and an important consideration, but if you’re going for something else, that may be okay. [/QUOTE]
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