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Vic Ferrari wrote:
arcaneArtisan wrote:

Ability scores are a relic to appease the established community who would riot if they were done away with because it's "Not D&D anymore."

Personally I'd love to see them just drop them. They're an archaic design anyway.

Not really, depends how they're implemented, 5th Ed is doing quite well, and that game is not archaic design.

Succeeding doesn't mean a design isn't archaic. 5th Edition made a *lot* of archaic and inelegant design choices for the sake of appeasing the older members of the community.

And Ability Scores are just as much of an archaic design to appease grognards in D&D 5th Edition as they are in PF 2nd edition. They could drop them from the system entirely and the only difference it would make would be that new players wouldn't be as confused when you ask them to make a Dexterity check.


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Arguing about what is and isn't a superhero is fairly tangential to the discussion. The question is to what degree the strength and resilience of characters are greater than that of real-life humans, not the degree to which they belong in a particular comic book universe. Is anyone who disputes the "superhero" label also disputing that even low-level Pathfinder 1e characters can take and dish out a lot more punishment than real life adventurers would be able to--especially real people at the beginning of their adventuring career?


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I think the best option would be to keep the Dispel Magic spell as is, but add a ritual that dispels magical effects and that can be used from a lower level, perhaps with a material component cost--then the spell version is Level 3 because it's a quick Dispel that doesn't cost anything except a spell slot to use.

Adventure designers could add a rider for certain effects that they want to be real obstacles to the heroes of requiring a specific rare component when dispeling with a ritual to increase the cost or to make it impossible without going on a quest for the component or something first.