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If I'm reading this right, at the start of your turn you make a flat check of 10+glitching value. This means you can never exceed the flat check by 10, the only way to reduce it is to get a natural 20. Or is this one that drops by one on its own?
I'm guessing most effects that cause glitching have a duration like the Operative's Sabotage. But then the Machine Saboteur feat doesn't have a duration. Maybe a Crafting check to reduce the value would be appropriate (DC set by item level and glitching value).
It is entirely possible my poor system knowledge of PF2 (especially post remaster) means I have missed something.

Xenocrat |

I agree that it either has to expire with a duration (the vast majority of them have this) or you need to get natural 20s. Definitely call out instances with no duration, they may not be intended.
Glitching is odd in that it about half the time doesn't do anything, but otherwise is a never before seen (?) item penalty that stacks with all the common penalty types, and has that 5-10% chance of taking an action away.

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I just ran a combat where an enemy inflicts that condition and... I feel like it is way too sticky. Essentially you have to make a LOT of checks, and in most circumstances, it only ends on a nat 20.. even if the combat is over... that just feels unpleasant to resolve.
Out of combat many groups will likely just hand wave it, but in combat, or other high-stress scenarios like a chase it could be unfortunate.
Personally, for me, it is annoying enough that I can see a real argument to avoid weapons that can be affected by it.
On tech enemies like robots, the conditions is effectively permanent when applied in combat or before that. Players have access to the Percussive Maintenance feat, but I feel like a 1-2 action check using the craft skill should at least lower the glitching DC on enemies (or eventually tech companions).
Percussive Maintenance is still a pretty relevant feat since it just takes one action and the DC is only 10.

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It doesn’t really help that it’s quite unclear as to what it applies to (does it apply to Tech armor considering you don’t take actions with armor?) and a staggering amount of stuff is just not Tech. In my playtests this condition has never done anything because all the commonly used weapons are Analog. This should be rectified if the stickiness issue also goes away.

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It doesn’t really help that it’s quite unclear as to what it applies to (does it apply to Tech armor considering you don’t take actions with armor?) and a staggering amount of stuff is just not Tech. In my playtests this condition has never done anything because all the commonly used weapons are Analog. This should be rectified if the stickiness issue also goes away.
I think tech weapons deserve some class features that really reward using them, but we are unlikely to get those until next year.
Supercharge weapon is certainly not strong enough yet, particularly compared to runic weapon/runic body.

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Right now my instinct is to vastly prefer analog weapons. "I won't have to think about that when the time comes".
I feel like it also goes against 2E design ideas for something to basically require you to go through your whole inventory to check everything to see if it applies to that.
Compare to that to the rules for Sunder (removed), Steal (super hard), Disarm (pretty hard, but interesting for the medium success effect).

Squiggit |

Biggest thing for me is that it feels very fiddly, and nothing about tech weapons really feels like they justify it. Right now it feels like 'analog' and 'tech' are both treated purely as descriptive traits even though one is just purely better than the other.
I feel like on some level I'd rather just... not. Tracking debuffs on items is not something the engine handles very well and I'm not sure it's particularly satisfying.
And the inverse problem of someone with anti-tech actions fighting enemies with archaic or analog gear doesn't feel great either. Like I appreciate the flavor but our Infiltrator Operative is just a more boring character when Sabotage isn't usable.
I'm just not sure it's something that really benefits the system much.

Georub1 |

The Glitching condition has so much potential.
I feel that they should do away with the flat check and just have the condition do what it's going to do. Most of the time there is a save to avoid the effect anyway.
What if there was a small table that we roll on to determine the glitch affect? Glitching 1 = 1 roll on the table.
For example: (I am not a game designer, so I mean no offense. Just brain storming)
On a d20:
1-3 = Overheating: take 1d6 damage.
4-6 = Corrupted Data: Loses all data.
7-9 = Software bugs: -1 item penalty to all checks and DCs.
10-12 = Hardware failure: a part of the tech stops working.
13-15 = Network latency: the tech cannot communicate.
16-20 = Power supply issue: causes slowed 1.