
MaxAstro |
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You will likely never see me arguing in favor of "realism" in a game, even games that are supposed to be "realistic". However, I do feel that it's very important that a game maintain versimilitude - internal consistency with player perception and expectation.
I feel like in some cases PF2e has a problem here.
For example: The rules for dropping items. Is there a reason that if you are carrying a sword in each hand you can't drop them both at once? Is there a reason that the overworked scholar with an armload full of a dozen scrolls can't drop them all on the table in a pile, even by spending an action to do so?
I definitely feel that game design/balance concerns should take precedence over "realism". But does not being able to drop two items at once serve an important game balance function, or does it just serve to take the player out of the world?

Bardic Dave |
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I'd like to hear an answer to your questions as well
but your use of that word is so unbelievably unnecessary that I had to point out your obnoxiousness.
Nobody's being obnoxious here except you. Please don't post unless you're going to contribute to the discussion. Thanks!
Back on topic: I agree with your concerns, especially because the more you carry, the more likely you are to drop stuff entirely by accident (e.g. the scroll laden scribe stumbles, sending paper flying everywhere). If the rules don't let you drop multiple objects intentionally, then it seems to me that the rules can't let you drop multiple things by accident either, otherwise you open the door to loopholes and rules abuse. If you can't drop stuff by accident, what does that say about the laws of physics on Golarion? Playability and game balance take priority over verisimilitude, but there is such a thing as as taking things too far.
Sidenote to OP: It's verisimilitude, with an "i" after the first "r". I used to spell it and pronounce it wrong for years.

David knott 242 |

What is preventing you from using the "Drop" free action repeatedly until you have dropped everything that you want to drop? That would be mechanically the same as dropping many things at once.

MaxAstro |
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@David knott 242 You can only use a free action once per trigger. The triggers for drop an item are start of turn, start of action, and end of turn, meaning you can only drop a maximum of five items per turn, and only spread out through your turn.
@Bardic Dave Thank you, I can never seem to spell it right. :) I mean this point in regards to more than just dropping items, though, it's just an easy example to make because it's so obviously weird without seeming to serve any real game balance purpose.
A more controversial example would be the sneak rules (the fact that unseen breaks before you attack). That clearly IS a game balance decision, but it also badly affects verisimilitude.
@exoicho123 I use that term because there is a difference between realism and verisimilitude, and that difference is important. Mostly because systems that are unrealistic can still have verisimilitude. Most of the time, when players say they want more realism, what they actually want is more verisimilitude.

Matthew Downie |

I mean this point in regards to more than just dropping items, though, it's just an easy example to make because it's so obviously weird without seeming to serve any real game balance purpose.
I guess there's a game balance purpose if you had some way of killing enemies by dropping large numbers of objects on them while flying?

MaxAstro |
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MaxAstro wrote:I mean this point in regards to more than just dropping items, though, it's just an easy example to make because it's so obviously weird without seeming to serve any real game balance purpose.I guess there's a game balance purpose if you had some way of killing enemies by dropping large numbers of objects on them while flying?
I don't know about you, but I would absolutely rule that "trying to drop an item such that it lands on and effectively harms an enemy" would be a Strike. That's what I did in 1e when people tried to drop things on things.

thflame |
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At this point, the game has too many rules for it's own good.
I thought 3.P was rules heavy, but at least there was room for GM fiat to make stuff work.
This is approaching 4e levels of rules strangulation, where if there isn't an explicit rule for it, you can't do it.
Not to mention that some of the rules just don't make sense in the game world.
For example, drawing an arrow from a quiver, nocking it, pulling back the string, and releasing it are all part of one action, but putting your free hand on the weapon you are holding in your other hand costs an action.
Now, I will say that nobody would want to use a bow if you had to spend an action to draw an arrow, then spend an action to nock it, then spend an action to fire it(even though that would probably be more realistic), and nobody would use a greatsword or a longsword if there was no action cost for swapping your current weapon handedness for a bastard sword(given the current damage values for these weapons), but there are alternative solutions that don't make it seem like it takes 2 seconds to put your other hand on your weapon.
For one, the greatsword could have reach properties, since it is basically a polearm version of a sword. This makes it still better than a bastard sword being used in 2 hands.
Two, the bastard sword and the longsword are the same weapon historically, why not combine them? 5e did this with the "longsword" dealing 1d8 one handed and 1d10 two handed.
Three, they could literally use PF1 rules. Bastard sword deals 1d10 two handed, and 1d10 one handed if you have a feat for it.
Four, just ignoring the hand swap cost will still grant you some utility in the game. You won't always have a free hand and if all you have is a two handed weapon, you might be screwed. (Climbing comes to mind as a case where you need a hand for something other than your weapon.)
Personally, I would like to see this:
Arming sword - 1d8 S/P, one handed
Longsword - 1d10 S/P, two handed*
Greatsword - 1d12 S/P two handed, reach 10 ft.
*Once you have reached Expert Proficiency, you may use the longsword in one hand.

MaxAstro |
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@thflame To my mind the action is not "put your hand on the weapon" and if a PC just wanted to physically place their hand on their weapon for some reason I would not charge an action. The action, as it reads to me, is "adjust your stance to be ready to fight effectively with two hands" and to my mind, yeah, that is an action.
It might be my LARP experience speaking, but that one bit actually makes perfect sense to me. Starting from a two-handed stance and suddenly flinging out your weapon with one hand is basically effortless, but regripping your weapon and recentering your stance definitely takes a non-zero amount of concentration and often a little footwork.
I do agree that the bastard sword is a bit of a legacy weapon, though.

thflame |
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@thflame To my mind the action is not "put your hand on the weapon" and if a PC just wanted to physically place their hand on their weapon for some reason I would not charge an action. The action, as it reads to me, is "adjust your stance to be ready to fight effectively with two hands" and to my mind, yeah, that is an action.
It might be my LARP experience speaking, but that one bit actually makes perfect sense to me. Starting from a two-handed stance and suddenly flinging out your weapon with one hand is basically effortless, but regripping your weapon and recentering your stance definitely takes a non-zero amount of concentration and often a little footwork.
I do agree that the bastard sword is a bit of a legacy weapon, though.
No offense, but my HEMA experience beats your LARP experience. The stances are VERY similar, if not the same and changing them takes so little time that it should be considered a "free action". It only costs an action right now because it balances switch-handed weapons with the other weapons.

Wowie |
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Whenever I read the playtest document, PF2's design *screams* this. Dozens of decisions were made that champion game balance as more important than anything else, even more important than roleplaying or world-simulation. And that... Disappoints me. I was expecting an edition of the game that would be much more balanced while still respecting roleplaying and verisimilitude, but instead, PF2 reads more like "PF2: we balanced it like a videogame edition". This gets reinforced by things like chevrons for actions and color-coded item/spell rarities. I don't crack open a PF book because I want to play a videogame.
PF2 is balanced to a tee, but sucks the fun out of everything and artificially constrains players from playing who they want to play. Which also feels like I've been cheated a little, since the blogs were all championing "freedom of choice! play what you want but without ten years of cruft attached! raahh!". One of the most basic examples is the artificial parceling out of martial feats. Rogues can't double slice.. why? Barbarians can't power attack... why? Because Fighter hoovered up half the martial feats and refuses to share them. Animal companions are lobotomized, literally unable to think for themselves. Many things that shouldn't be actions, are actions (recall knowledge, change grip, etc). Staring someone down apparently takes a feat instead of being intrinsic to Intimidate. Some time-honored spells are overnerfed (mending, guidance) or have vanished altogether (where's Reincarnate?). All of Stealth makes no sense. Signature skills artificially pigeonhole your character and make it literally impossible to avoid your class stereotype. The list goes on and on and on.
The worst part is, I really admire PF2's underlying design. It's simple and elegant, but it gets muddied by unnecessary balance-first decisions. The 3 action system is elegant. +Level to everything feels like overkill but I could get behind +1/2 or +1/4 level to everything; it sells the high-fantasy feel and emphasizes that you're above and beyond normal humans. ABCD character generation is great and means I finally don't have to help anyone build their characters, which is mandatory in PF1. I never liked rolling for health either, and I'm glad to see it go. The way metamagic is handled is innovative, along with the way many spells can be customized on-the-fly by changing their components. Resonance is a brilliant concept for item handling, albeit one that doesn't treat the Alchemist (or bags of holding) kindly. Spell Points aren't bad either (even if the name bugs me). Anathemas lend a fun dimension to characters that used to be alignment-restricted. Monster entries are as flavorful as ever. The way weapons are handled is great, barring a few verisimilitude-breaking oddities like the bastard sword. There's a lot to like here, really there is, but it just gets outweighed.
PF2 to me seems a lot like a padded cell. No matter how hard I throw myself at it, it won't break, but it also doesn't allow any room for self-expression, creativity, or realism. Ultimately, I (and my group) value roleplaying just a little bit more than overstrict game balance. Balance doesn't have to be perfect, it just has to be "close enough". I've never played PF "to win" - however, if the PF2 playtest book is anything to go by, my group and I have been having badwrongfun this entire time. I was expecting something akin to PF1.5, but instead I got something closer to 4.5e or 5.5e (and I *like* 5e in addition to PF, it's decent but simple). I'll still hold out hope that the developers mean it when they say they're going to listen to feedback; yet I'm also fully aware that I'm just one voice out of many, and I'm not going to agree with all of the changes PF2 makes. But in the end, if the final version of PF2 ends up just a little friendlier toward roleplaying, I'll consider that a win.
(I'll get off my soapbox now... sorry... didn't intend to write a wall of text but all my pent up feelings about PF2 just kinda spilled out there, ya know?)

Grimcleaver |

I'm all about a more realistic, less gamey Pathfinder. That's one of the goals I'm fighting for here. I completely agree with the OP, a drop action should let you discard any number of held items you choose. The idea you have to drop them one by one feels like a bug.
To the larger issue of P2 being unfun and too straightjacketing, I'd argue that's an artifact of P1 which has its DNA from the tight balancing constraints that developed during years of writing Dragon and Dungeon magazine. If there's a single lesson that I think Pathfinder needs to learn to be able to survive it's to loosen it's deathgrip on the accounting and let a little air in. Let things be a little more loose and fun. Like not pure chaos levels of fun, but give people some more lattitude.

ChibiNyan |
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Big Wall of text
Bravo. I don't know who you are but your post sums up exactly how I feel about this game. It is balance first, fun second. They are scared of things being cool, awesome and useful because it can get out of control. However, that is what made PF1 such a cool game: Imagination was truly the limit! (unless you tried to use combat maneuvess). And at least the rules on it were based on both logic and awesomeness! I Can drop all my items or fall prone for free, can REMEMBER information free, animals and summons have brains, anyone could pick up archery/TWF/PA, you coul dactually get benefits from stealth and surprise at all.
Maybe PFS is having too much of an impact on the decision making of some of these things, which seem like the most heavy handed change imaginable to stopping some classic PF1 complaints, so much so that making zombies is not even on the playtest (Guess couldn't figure out how to make this one un-fun).
Really looking forward for August 2019 now. All of the above has already been said thousands of times in the 5 days the playtest has been out, so I don't have to worry that they won't know what's wrong with this playtest.
The PF2 base engine is quite great, too, just specific rule implementations hurt. I, or many people here, could already turn the game into something amazing with < 2 pages of house rules (Would be 1, but a lot of feats need to be re-arrnaged and that takes up page space). We gotta wait for the survey period to end before that becomes a thing.

EberronHoward |

Back on topic: I agree with your concerns, especially because the more you carry, the more likely you are to drop stuff entirely by accident (e.g. the scroll laden scribe stumbles, sending paper flying everywhere). If the rules don't let you drop multiple objects intentionally, then it seems to me that the rules can't let you drop multiple things by accident either, otherwise you open the door to loopholes and rules abuse.
Well, if by 'accident', you mean 'fall unconscious', then yes you can. When you fall unconscious, you drop all items you are wielding or holding (page 296). So a Wizard carrying his library in his hands would drop them all if an arrow kills him.
While I admire the attempt of explaining this rule by extrapolating a different model of gravity, there's a simpler explanation, one that fulfills a better verisimiltude. All adventurers everywhere are trained to treat their tools for dungeoneering with the utmost care. One does not just drop their crossbow on the ground after using it, unless they want it to be broken in the fall. Dropping a scroll in a dank cave is sure to ruin it, hence you place it down gingerly, where it won't be ruined or get trodden upon. It's only when an adventurer loses consciousness that things go flying.
Proper care of your weapons is an universal drilling point for police and military training, and having the Drop action be an unbreakable standard for even Barbarians and Goblins is an excellent case of making a setting with societally-recognized guilds of adventurers possess more verisimilitude.

thflame |
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Bardic Dave wrote:Back on topic: I agree with your concerns, especially because the more you carry, the more likely you are to drop stuff entirely by accident (e.g. the scroll laden scribe stumbles, sending paper flying everywhere). If the rules don't let you drop multiple objects intentionally, then it seems to me that the rules can't let you drop multiple things by accident either, otherwise you open the door to loopholes and rules abuse.Well, if by 'accident', you mean 'fall unconscious', then yes you can. When you fall unconscious, you drop all items you are wielding or holding (page 296). So a Wizard carrying his library in his hands would drop them all if an arrow kills him.
While I admire the attempt of explaining this rule by extrapolating a different model of gravity, there's a simpler explanation, one that fulfills a better verisimiltude. All adventurers everywhere are trained to treat their tools for dungeoneering with the utmost care. One does not just drop their crossbow on the ground after using it, unless they want it to be broken in the fall. Dropping a scroll in a dank cave is sure to ruin it, hence you place it down gingerly, where it won't be ruined or get trodden upon. It's only when an adventurer loses consciousness that things go flying.
Proper care of your weapons is an universal drilling point for police and military training, and having the Drop action be an unbreakable standard for even Barbarians and Goblins is an excellent case of making a setting with societally-recognized guilds of adventurers possess more verisimilitude.
So in an emergency, when I desperately need both hands free to not die, I must still spend multiple actions gingerly setting my gear down, because I don't want to break my warhammer or my steel shield? No. Tools can be replaced. Your life can't be (aside from the metagame knowledge of resurrection spells and drawing up a new character).
Besides, scrolls are magical sheets of paper. They probably have magical protections to keep the ink from running. Weapons are MADE to hit things and crossbows can store well over 1000 pounds of energy. A drop would likely not noticeably effect the durability of any of these.
Heck, a rule that states that you must make a flat DC check when you drop something or your gear gets a dent would better simulate the rule than what exists now, and it would allow characters to choose between gingerly setting stuff down and just dropping it, instead of forcing them to do the former.
You can come up with edge cases where the rules make sense, but overall, these problem rules only exist for balancing reasons (though I will say that the dropping rules are likely just a bug).

Grimcleaver |

Proper care of your weapons is an universal drilling point for police and military training, and having the Drop action be an unbreakable standard for even Barbarians and Goblins is an excellent case of making a setting with societally-recognized guilds of adventurers possess more verisimilitude.
I...really like this. See this is a good example of good input. You take a weakness and turn it into a feature. Okay so maybe we assume that any item dropped rather than laid down takes a dent? Potentially breaking?
I could really go for that.

Grimcleaver |

While I admire the attempt of explaining this rule by extrapolating a different model of gravity, there's a simpler explanation, one that fulfills a better verisimiltude. All adventurers everywhere are trained to treat their tools for dungeoneering with the utmost care. One does not just drop their crossbow on the ground after using it, unless they want it to be broken in the fall. Dropping a scroll in a dank cave is sure to ruin it, hence you place it down gingerly, where it won't be ruined or get trodden upon. It's only when an adventurer loses consciousness that things go flying.
I...really like this. See this is a good example of good input. You take a weakness and turn it into a feature. Okay so maybe we assume that any item dropped rather than laid down takes a dent? Potentially breaking?
I could really go for that.