|5 people marked this as a favorite.|
To add my two copper pieces:
I think the desire for a clearly stated set of design goals of PF2 is perfectly valid. I myself would very much welcome it.
The counterargument of it influencing the results of the playtest is understandable. If Paizo were interested in the raw neutral reaction to the playtest release, that is indeed the stance they should take. If, on the other hand, design goals exist (and therefore some areas where compromise is unlikely) it is helpful to state these goals so feedback can be funneled to the areas where it is actually considered.
To illustrate: If you want to make a spanish omelette with tomato, and get everyone's opinion on it, it is helpful if you tell them that you want to make a spanish omelette with tomato so as to not have a whole bunch of people scream about how tomatoes don't belong in an omelette. For a traditional omelette they would be right too!
As to how it was pointed out, that mission statements do exist: Yes, we have statements along the lines of "make it easier for new players and less complicated" but that is about as informative as saying "we want to make a delicious dessert". I have no idea as to what recipe, the ingredients of which or what kind of dessert it is supposed to be to begin with. I get the rough idea, yes, but nothing beyond that.
I am quite hungry, perhaps you noticed.
And here I will pull out my second copper piece as material component for Detect thoughts and divine what seem to me to be design goals:
-Make entry into the game easier by removing most choices that require surveying many options at lvl 1 (Feat choice in PF1).
-Make the game future-proof by adopting a general nomenclature (traits and conditions) with specific meanings. Also to remove ambiguity in ability descriptions
-Make character choices more "fun" by removing numerical boni and replacing them with active actions/reactions or thematic path choices, such as druid circles or muses
-Make it harder to create a bad character, by limiting the amount of choices available at early levels
-Streamline gameplay by providing a certain framework of available actions that only changes little as levels increase (no iterative attacks)
-Make it easier to estimate party capabilities by giving +level to everything and reducing the impact of magic on what can be done by the party. This one can be expanded upon, but I want to keep it short
-Make it easier for someone to start and run as a DM by simplifying monster rules, including not following the same creation rules as PCs
-Go for a lower-fantasy setting where not everything can be solved with magic and success is not a foregone conclusion
Alright, my 1min/level of Detect thoughts ran out. Could all of these be wrong and just misinterpretation from limited data? Sure!