
Terranigma |
5 people marked this as a favorite. |
Balanced? No clue, haven't thought about it. Exciting? Heck yeah!
I think this should be the design philosophy.
In general I'd love to see improvements to the overall game design and a change in the design philosophy, i.e. "Fun First". Personally, I'd just cut a lot of systems, categories, etc. pp. that make the game more tedious to play the game but not more fun. Just a few ideas:
(1) Make the skill system more elegant! Cut the number gloat on skills. Cut the gating of basic activities behind Trained/Expert/Etc. pp. I prefer the "You can try"-approach in Pathfinder and D&D 5e. Whether I succeed or not should be determined by my roll. Profiency should not be added to skill checks, as it causes the numbers to explode and leads to situations where tasks that very difficult at level 1 become trivial just a few levels later. The linear, numercial progression was one of the worst aspects in Pathfinder and they repeat the same mistake in Pathfinder 2. Smaller numbers are better numbers. The same is true for AC and saves.
(2) Choices should matter! Feats and abilities feel very restricted so far. It feels like there was a guard checking the designers and telling them "Nope, that's too funky", "Tune it down", "That's too impactful" whenever they created a new feat. Just be bold. Pathfinder 2 is not a PvP game, so if a class happens to be stronger than others, we'll handle. I'd rather have classes that feel too strong and too impactful rather than too weak.
I mean, have a look at 'Stormborn' (Feat 1, Druid): "Reduce any circumstance penalties to your ranged attacks or
Perception checks caused by weather or weather effects (such as wind) by 1." That is not fun, exciting or thrilling. It is plain boring. Don't be boring. I mean, if you call a feat 'Stormborn' and want it to be situational, then be situationally cool with it, like: "Reduce any circumstance penalties to your ranged attacks or Perception checks caused by weather or weather effects (such as wind) by half rounded down. Addtionally, you can channel and redirect one thunderbolt during storms or severe winds to strike your foe. You can use this ability 1 + WIS-modifier per day." Is it too strong? Maybe, I don't know. But it's more flavourful. Again, this isn't a a PvP game, balancing should not trump fun.
Feats should grant players new things to DO, instead of mere numerical improvements that feel negligible because of how fast numbers increase in this game. A feat that grants a +1 bonus is okay'ish at level 1 but eventually becomes irrelevant just a few levels later.
(3) Add fluff! The handbook should not read like a manual for a dish washer, but like a book for a game that allows you to roleplay your wildest imaginations and fantasies. At least the non-sexual ones.
(4) Cut mechanics that don't add to the fun. Why does Finesse only add your DEX-modifier to the attack roll, but not the damage? If I want to play a DEX-based fighter that uses Finesse weapons then the game should help me to do build such a character effectively without constantly telling me, "But, but ... the math! It might be too strong if you can add to +2 DEX-modifier to the damage." Why does each component of a spell require one action? Just give each spell a specifc cast time. Again, all this subdivsion and adding of just another category does not make the game better, it just adds complexity for its own sake. Cut Bulk and Carryping Capacity and just write this sentence: "Players are intelligent beings. Every character can carry as much as is considered reasonable by the players and DM." If you enjoy book keeping and filling out tables, add Bulk as an optional rule.