|Alexander Augunas Contributor|
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Hello, fellow investigators!
As a forward, the investigator is my favorite PF1 class and I had a lot of expectations going into it for the playtest. I've already submitted my feedback, which was based on a game I got to play with Paizo developer Luis Loza and other fine Know Direction staffers. If you want to read more of my thoughts on the APG classes so you can confirm how I don't know anything about Pathfinder Second Edition, you can check out my APG Analysis blog HERE.
With that out of the way, I ended up playing Take the Case wrong for about 3 hours in that adventure. Human error is absolutely a factor, but I like to think that a major reason I flubbed so badly regarding Take the Case is that to an extent, the ability doesn't really work like what its name says on the tin.
For a bit of background so you don't need to watch a four-hour video to get my points, we played a neat little adventure written by Paizo developer Ron Lundeen called Vanquish the APG. It was fun; I recommend it to anyone looking for a quick scenario. The opening scene of that adventure involved us needing to investigate a burned-down temple, so I being the canny investigator promptly told Luis that I was going to spend 10 minutes to take the case of the burned-down building.
You can see my error here. I original thought that when you Took the Case, you got to pick an actual event or occurrence that you investigate, and your bonus applied to that one specific case. As you all probably know, that is NOT at all how Take the Case works. Instead you have to spend 10 minutes looking over one specific creature, object, or small room.
After figuring out my error and correcting it about halfway through the adventure, I can definitely say that while a +1 bonus didn't really fun to begin with (more on that in a different thread), needing to spend 10 minutes to investigate one specific thing isn't really "Taking the Case," and is significantly less fun than taking an actual case. It's a ton of waiting around, not really doing anything, and constantly not having your bonuses when you're otherwise really like to have them. I generally don't like the Take the Case mechanic as written because the entire design paradigm seems to be based around making the base action as limited as possible while slowly using class feats to open it up to more usable levels. To put another way, Take the Case fails to meet expectations by default and only becomes fun when you invest in it rather than being fun by default and becoming more fun if you invest in it.
I'm interested in hearing what other people's opinions are regarding Take the Case on this, the final day of the Playtest. (Sorry, I've been swamped!)