| adresseno |
After a cursory look over all classes one could argue that most of the story telling in PF2 (and others comparable systems) is limited to players decisions, background and the adventure per se, leaving too little of character development, story wise, as mechanics and features for the core classes.
I argue that with some truly creative, and overall narrowing of scope, approach devs could give players a more substantial experience regarding specific cliches. Make players play as something, rather then let players play as something designe principle.
Perhaps the best way to explain myself is giving a example or two. Clerics, for instance, have features and feats, including domains, that reinforce a generic idea of holy warrior. They may help with his spellcasting, combat capability, healing, etc, but provide no appreciation for much else*.
* Much else could mean something like this: cleric players could choose early on what path theirs holy warrior, or to what extent, would fallow. - Church members: focused on pressing forth their religion dogmas into his society, eventually growing so powerful that creating his own creed, summon divine and non divine crusaders to cleanse the world of infidels, and so on, are well within his powers.
- Templar: focused on the fulfillment of his church's leaders through blood and sacrifice, eventually growing so powerful that even the gods would see him or her as his hand in the world.
- The living saints: focused in being whatever his god's will tell him to do it, independent of testaments, divine or otherwise. A creature of pure faith, eventually growing so powerful that godhood is well within his grasp.
Implementing these options could take many forms. Some may even be already present in the rulebook, like Prestige classes. However, to fully explore these new ways of playing, other options, conceptually viable (Job system, heroic path, etc), must be created.