For replays, options 2 and 3 are non-starters, because they run out eventually. Only option 1 will actually allow people to continue to play PFS 1e. Honestly, the opinion of no replays, or severely limited replays (what we have now) baffles me. If a group wants to munchkin their way through the same "valuable" scenarios and crowd out new players, that is a social problem, not a game rules problem.
Posted this on the subreddit and it was well received, so reposting here for increased visibility. Yesterday's 1.1 update to the Playtest rules has some welcome changes, and some changes that take some time to understand. This is thanks to the errata format of "replace the would 'should' with 'may' on line 25". This is meaningless without going to the page in question, doing the mental substitution, and figuring out the change in meaning. The errata and update documents should be much clearer in outlining the intent of the changes being made. As it stands, they're opaque as to what the changes are intended to actually do. Sure you tell me what sentence to change, but I've no idea why until I do it, and if I get the wrong idea from my substitution, the meaning is lost in translation. I propose the following format for important errata: wrote:
For example: wrote:
This way the change is immediately apparent and the reason for the change is clear. It would make readying the update document a lot more pleasant. As it's a PDF, pagecount isn't an issue, though I understand there's additional layout required. Another request I saw was for timestamps for each erratum, so we can see what is a new change and what isn't.
There's been a lot of discussion within the community about every element of the playtest rules, and there are a few issues that keep being mentioned. Examples are the Alchemist in general, the Rangers lack of synergy in its class features, and the Paladin's glut of reactions. Others include the micromanagement of actions in combat with things like removing and replacing your hand on your weapon. One thing I'm hoping we see that could help with a lot of the confusion is if the playtest designers published blogs that discussed the design intent of the different elements of the playtest rules. To use the alchemist as an example, since it's the only class I've played, it would be really good to know why they chose to tie the alchemist into resonance the way they have, and if they have a different view of the alchemical items, which seem to be basically always worse than spells. Perhaps the alchemist is intended to be a melee or ranged class that compliments its attacks with alchemical items, rather than relying on them, and that's been lost in translation. That's just one example, but there are many topics of discussion where the playtest community lacks the context to evaluate seemingly confusing design choices. So far, all of the blog posts have to a greater or lesser extent been written as marketing pieces designed to build hype and preview content. That's fine before the release of the rules, but now that they're out, what we really need is open and honest communication from the designers. |