
Davido1000 |
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Im very surprised with the way 2e is going, in my mind i thought it would be a far more balanced and less complicated version of 1e using the rules that had been tested and praised in Unchained and starfinder such as stamina, resolve and the poison and disease track.
The 3 action economy is a major improvement but it seems to be the only thing they took from the past and just made up half baked rules to fill in the rest.
I enjoyed the playtest but it just seems that there are major problems in the system that can be easily fixed by looking at the past and learning from it.

Edge93 |
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It might help if you could provide some examples of what you mean by half-baked rules, as a lot of us DO find PF2 to be a far more balanced and less complicated version of 1e.
And I'm curious, are you looking at the rules just from the playtest rulebook or from the extensive errata as well? Because the two are miles different.

Malk_Content |
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I really wish Starfinder and Pathfinder 2 where more like each other. Pathfinder's levelling structure is excellent and the action economy is innately more exciting. I find Starfinder's background system as more of a sub class more interesting over time and its health mechanics have led to better "adventuring" days without any sort of class or item reliance while maintaining the sense of tension and pushing onwards.
Seems like both lose out. Especially as the lack of compatability means players can't as easily port the content being printed between systems, which would have helped both with the initial lack of content new systems inevitably suffer from.

Tridus |
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Well, I hate Stamina & Resolve, so I'm glad that isn't in. Nothing like taking something one number can track and making it into three numbers instead. Especially in a setting & genre where magical healing is meant to be more of a thing than it is in space opera.
They did say they were trying a lot of stuff with the playtest, it's likely things won't look the same in the release version and they may revert back to some systems they've already used before instead of the playtest version.

Davido1000 |
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It might help if you could provide some examples of what you mean by half-baked rules, as a lot of us DO find PF2 to be a far more balanced and less complicated version of 1e.
And I'm curious, are you looking at the rules just from the playtest rulebook or from the extensive errata as well? Because the two are miles different.
The mess that is the resonance system and constant barrage of different healing rules that just dont work when 3 previous rpg systems have already fixed this problem with variant short rest/ healing surge mechanics.
The way they fixed class and magic item imbalances is nerfing them all and then nerfing the casters again for good measure.
All in all this feels like a game with rules from the early to mid 2000s that has ignored improvements and design concepts that games like 5e, starfinder and even 4e implemented successfully.

Mekkis |
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One of the reasons that there hasn't been any real outcry over Starfinder is because it wasn't designed to replace Pathfinder. It's not replacing anything. People who dislike it can simply stay away.
To a player who is invested in Pathfinder - especially in organised play - PF2 can represent a significant step back.

Loreguard |
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I think I prefer stamina concept over healing surges, myself. That doesn't have to include being tied into the resolve mechanic. I will say I like the easy set of optional rules that came in 5e to adjust the healing surges to for instance require treatment to be accessed.
I so far am preferring the Archetype options in P2 over how they were done in Starfinder. Although I understand what they were hoping to do, in the end it felt like it didn't work out for the best.
In general I like the 3 action economy, only thing that comes to mind that I don't care too much for is that without a feat to do something like a double slice, there is absolutely no reason to hold two of the same weapon rather than one. There is no benefit to having a 'fresh' hand holding a weapon that hasn't been used yet. If you can make a second (or subsequent) strike, you can make it with the same weapon you've used before without any impact. (the one potential benefit is holding a weapon that produces a different type of damage so you can leverage weakness or overcome resistance. Given that in many stories, it is common to see someone with two slashing weapons fighting, it is disappointing that they make less mechanical relevance in the game as it is.
I think they specifically are hoping to get their own set of mechanics that are (they are hoping) as good as 5th edition, but are different. They don't want to be a flavor of DnD. Otherwise there is little reason for them to be seen any different from any other 3rd party publisher for any 5e material.
The irony for me is that with advent of the tiered success/failure mechanics, the biggest thing that seemed like it would help the game would be replacing the d20. Which of course, that is so iconic, it was probably simply too big a step to take. Could be an optional rule, like it was in 3rd edition however, and it might catch on. Perhaps P3 might eventually go there?
We will have to wait to see what the new game looks like.

Anguish |
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The mess that is the resonance system and constant barrage of different healing rules that just dont work when 3 previous rpg systems have already fixed this problem with variant short rest/ healing surge mechanics.
I'd just like to offer some perspective here. Understanding that the #1 goal of PF2 is "be a new system", what you describe sort of had to happen. As in, when the new healing system was thought flawed, they had to try another new healing rule. Then another new healing rule. New, new, new. Folks didn't like resonance? Here's a new version of it, try that.
Regardless of if a person likes the first, second, last, or none of the new ideas, Paizo had to take the playtest opportunity to try different rules. "Oh, you don't like how X works? Fine. We'll just make it PF1" That was never on the table, nor should it have been, because that would be walking away from the chance to gather data.
Again, I'm not commenting on specific rules or how I feel about them, just the process, which I think was fair for those instances (death/dying, and resonance).

Richard Crawford |
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I'd just like to offer some perspective here. Understanding that the #1 goal of PF2 is "be a new system", what you describe sort of had to happen. As in, when the new healing system was thought flawed, they had to try another new healing rule. Then another new healing rule. New, new, new. Folks didn't like resonance? Here's a new version of it, try that.
My issue is that when writing these systems for testing (healing, dying, resonance etc), it wasn't clear what the designers wanted to achieve with it.
They made complaints (clw spam, "big six", "mandatory items", item slots, overuse of low-level consumables) but they didn't state what they wanted to achieve.
For example, rather than saying "clw spam is a problem", they should say "for out of combat healing, we expect PCs to be spending about X% of wbl." Then design a healing system around that.
But so far, the only "design goals" that have been posted are really wishy-washy and the myriad subsystems they've published - while they might well be good ideas - show a lack of cohesion.

Anguish |
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My issue is that when writing these systems for testing (healing, dying, resonance etc), it wasn't clear what the designers wanted to achieve with it.
I hear you. And once again, I stress that my response isn't representative of if I like or dislike any particular rule. But the answer is: "be a new system". It's not more complicated than that.
They made complaints (clw spam, "big six", "mandatory items", item slots, overuse of low-level consumables) but they didn't state what they wanted to achieve.
A reinvented wheel. While creating the equivalent replacement for the wheel, they did take the opportunity to piggyback a wish-list of changes. As in, while making their new wheel-less vehicle, they saw that many people complained about flats. Tires can be punctured. So... okay, now we've got a hovercraft. What they wanted to achieve was eliminate the things that people complained about in PF1. The replacement simply had to not be the thing that was complained about.
For example, rather than saying "clw spam is a problem", they should say "for out of combat healing, we expect PCs to be spending about X% of wbl." Then design a healing system around that.
I dunno... I thought this was pretty clear. They said what they meant to say. "We don't want people using cheap wands at high level." So they removed the price benefit. Simple, and exactly what they said.
But so far, the only "design goals" that have been posted are really wishy-washy and the myriad subsystems they've published - while they might well be good ideas - show a lack of cohesion.
I honestly think you're looking for more depth than there is. I think the new rules are 20% art, and 80% engineering. I know that the designers have spent a lot of cogitation on what we've seen, but it's inspired cogitation. Its carefully engineered stuff that's based on creative responses to "what could we do instead of a wheel?"
Where I'm going with this is... I believe there was a conversation like this:
"We need a new edition."
"Okay, well, we can get rid of 'the big six'."
"Good idea, and we can make monsters easier to create by getting rid of the thing where we framework them following PC rules then adjust to suit."
"Yeah, and hey, people complain about caster/martial disparity, so we can redesign magic to be equivalent to hitting things with sticks."
"Great stuff... now let's crunch some numbers for two years to figure out how"
I believe there wasn't a conversation like this:
"I would like to change cure light wounds wands being a better use of PC wealth than using level-appropriate resources because that act violates my sense of immersion, and my vision for a replacement needs to do X, Y, Z, and be a specific shade of the colour blue."
"Oh. That'll require a new edition. I guess we can do that."
I'm just saying... I don't think the shape of the result was what was decided on. The goals stated were honest, and the shape came afterwards.

Mark Carlson 255 |
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The more I play Starfinder, the more I like the Stamina-Resolve system.
I know 3 groups that decided to play SF and after about 10 months the Stam-Res rules were one of the reasons for quitting the game.
The rule was just to video game'ey during play and drove their role-playing more in the video game direction and away from what they wanted from their game.MDC

Edge93 |
Ronnam wrote:The more I play Starfinder, the more I like the Stamina-Resolve system.Same, it solves the 5 minute adventure day, makes healers less completely necessary and stops the need for CLW spams, i honestly have no idea why they arent using this in 2e.
Okay, so I've never played Starfinder so I don't actually know much about this system but is there something it does that Treat Wounds doesn't work for?

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Davido1000 wrote:Okay, so I've never played Starfinder so I don't actually know much about this system but is there something it does that Treat Wounds doesn't work for?Ronnam wrote:The more I play Starfinder, the more I like the Stamina-Resolve system.Same, it solves the 5 minute adventure day, makes healers less completely necessary and stops the need for CLW spams, i honestly have no idea why they arent using this in 2e.
It acts as an easily accessible no check required method of not going into a fight at three HP, it does however rely on a resource that is scarce early and due to that can limit some concepts. I’ve tried a medic for example, they were a good fighter but had little reason to use their class features because they were low resolve, so mostly I just stuck people with healing stims and shot things. New COM classes might help with that though.

Mark Carlson 255 |
Davido1000 wrote:Okay, so I've never played Starfinder so I don't actually know much about this system but is there something it does that Treat Wounds doesn't work for?Ronnam wrote:The more I play Starfinder, the more I like the Stamina-Resolve system.Same, it solves the 5 minute adventure day, makes healers less completely necessary and stops the need for CLW spams, i honestly have no idea why they arent using this in 2e.
The easy way to describe Stam-Resolve is take 1/3 of you HP and make it so you can rest 10 min (spend a resource) and get those HP back.
MDC

Edge93 |
Edge93 wrote:Davido1000 wrote:Okay, so I've never played Starfinder so I don't actually know much about this system but is there something it does that Treat Wounds doesn't work for?Ronnam wrote:The more I play Starfinder, the more I like the Stamina-Resolve system.Same, it solves the 5 minute adventure day, makes healers less completely necessary and stops the need for CLW spams, i honestly have no idea why they arent using this in 2e.The easy way to describe Stam-Resolve is take 1/3 of you HP and make it so you can rest 10 min (spend a resource) and get those HP back.
MDC
So Treat Wounds essentially does the same thing but with no resource cost but with a fail chance?

WatersLethe |
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Mark Carlson 255 wrote:So Treat Wounds essentially does the same thing but with no resource cost but with a fail chance?Edge93 wrote:Davido1000 wrote:Okay, so I've never played Starfinder so I don't actually know much about this system but is there something it does that Treat Wounds doesn't work for?Ronnam wrote:The more I play Starfinder, the more I like the Stamina-Resolve system.Same, it solves the 5 minute adventure day, makes healers less completely necessary and stops the need for CLW spams, i honestly have no idea why they arent using this in 2e.The easy way to describe Stam-Resolve is take 1/3 of you HP and make it so you can rest 10 min (spend a resource) and get those HP back.
MDC
I'd rather have the resource cost without the fail chance. A heal check failing and randomly shortening the day is a whole lot less satisfying than the control Stamina-RP gives you.
Of course we can go without the RP cost for class abilities just fine.

Edge93 |
Edge93 wrote:Mark Carlson 255 wrote:So Treat Wounds essentially does the same thing but with no resource cost but with a fail chance?Edge93 wrote:Davido1000 wrote:Okay, so I've never played Starfinder so I don't actually know much about this system but is there something it does that Treat Wounds doesn't work for?Ronnam wrote:The more I play Starfinder, the more I like the Stamina-Resolve system.Same, it solves the 5 minute adventure day, makes healers less completely necessary and stops the need for CLW spams, i honestly have no idea why they arent using this in 2e.The easy way to describe Stam-Resolve is take 1/3 of you HP and make it so you can rest 10 min (spend a resource) and get those HP back.
MDC
I'd rather have the resource cost without the fail chance. A heal check failing and randomly shortening the day is a whole lot less satisfying than the control Stamina-RP gives you.
Of course we can go without the RP cost for class abilities just fine.
Yeah, I wouldn't mind seeing the crit fail option go away but with it only being crit fail and only preventing that particular person from treating wounds I don't think it's TOO bad as-is.

Tridus |

The easy way to describe Stam-Resolve is take 1/3 of you HP and make it so you can rest 10 min (spend a resource) and get those HP back.
Which is something short rest/treat wounds can do without requiring extra numbers.
Resolve is just a poor idea in that it's "lets take something that powers a bunch of class stuff and also force you to use it to recover Stamina, thus making it so you really don't want to use it for class stuff."
Stamina is effectively also HP except also not HP, so stuff that interacts with HP like healing doesn't interact with Stamina the same way and creates a bunch of extra needless complexity.