Detros's page

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I wonder if the "problem" with disassociated mechanics would be solved if it was simply explicitly stated in the rules that the world is inherently supernatural and that past an arbitrary level of skill, actions become supernatural in nature that allows some actions to accomplish inexplicable feats that couldn't be explained by any rationale we in the real world would be able to come up with.
Then follow up with an explanation that supernatural is not the same thing as magic to stop the dumb "but how do they do it in an anti-magic field?". It's because anti-magic field stops spellcasting, not supernatural activity in general that's why a giant doesn't instantly collapse while inside one.

Someone with the Planar Survival has an uncanny knack for finding food where otherwise there would be thought to have been none at all. They aren't rewriting reality, it's not magic. It's just an unnerving coincidence that keeps repeating itself. This even gives the DM freedom to explore why it's happening or introduce consequences.


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Ched Greyfell wrote:
But this is clearly not the design philosophy you've gone with. Instead of helping people create whatever they can dream up, you've closed things down to pre-made cubbyholes. I don't see a system that helps me build what I want to play, I see a system where I make minor modifications to what YOU want us to play. Long as we want to play cliche tropes, PF2e seems great, but as soon as you try to play against type, my first glance over everything says the system is going to fight me tooth and nail to prevent it.

I agree. I'm speaking as someone who has zero experience with 3rd edition or pathfinder 1st edition so I'd like to think I'm part of the target demographic for this edition.

If I'm going to be limited to whatever the developers want me to play, I'll just stick with 5e. I find the rigid classes to be a major weakness in 5e, that Paizo could exploit.

2e has an interesting system with racial feats, class feats, and general feats. Then it throws it all away by sticking with a stiff class based system.

Ideally classes would be limited to major themes (Fighter, Magic-User, Skill-guy) with the class feats being used to detail characters beyond that. Really, what's the difference between a Fighter, Barbarian, Paladin, and Monk? In my opinion, the major themes could be relegated to specific feat chains (these already exist it looks like) in a single class with the less thematic ones available to anyone to allow for more varied characters.
If I want to play a punchy barbarian without being forced into some mystical eastern martial arts thing I should be able to. The West has martial arts too.