why would you undermine socialist organizers in paizo by using wizards of the coast, the corporate devil of the tabletop world?
why would you undermine socialist organizers in paizo by using wizards of the coast, the corporate devil of the tabletop world?
I am pointing it out in regards to DPS optimization. Yes you can do many things, but most things that get you anywhere are worse then others for a given character. In your normal fight in a game, in a room with some obstacles, you may be able to use one of your actions now and again to do something cool, but as soon as it comes to the question of 'how do I do damage to this guy?', then there is one way that is mathematically the best and so everyone ends up using it. Importantly: you do decide what that way is via your feats, but it still ends up shoehorning you into one particular attack pattern.
Obviously if your DM finagles each encounter to have many ways to influence outcomes, then using those is a good idea, but that is something you could do in any system. I don't have top play Pathfinder 2E to shove a guy off a bridge or take cover behind a wall from archer fire.
Arguably it's a problem even without casters, but casters just make it a lot worse because things become a pain to track. the high bonuses you accrue as a Pathfinder character do not help matters either though. If you don't stack something to high heaven, you might as well ignore the stat and try not to have it come up for you. Which is a problem 5E D&D also runs into, but at a far higher level one rarely reaches in normal play.
No. But I don't see anything in PF2e that makes the standard feint-roll-stab pattern a more appealing approach than swinging in on a chandelier and kicking a guy off a balcony. You do need the opportunity, but finding those moments is as much a part of the game as picking your feats.
Part of being a good DM is creating exciting venues and scenarios for play. If you're just in the hallway scene from Old Boy for 20 levels, no wonder the system feels a bit dull.
Putting your players on the top of a train or in the belly of a whale or on a slender bridge arching over an active volcano gives them opportunities to try something other than basic combat tricks.
I thought one of the better aspects of PF2e and 5e was how they cleaned up higher level play. I know back in 3.5e, you'd run into characters with ACs so high that it was virtually impossible to hit them. And this became annoying when two such characters got in a fight - rolling d20+40 to hit AC 60 for an indefinite amount of time. My impression from friends who played high level games in the newer systems was that this was far less common.
In my experience, the "sweet spot" for these games tends to be in the 5th-11th level range, as you get to play a fully realized character concept (a wizard that can fly and throw fireballs, a fighter that can whirlwind attack, etc) without reaching that absurdist demigod status where characters can't physically interact with each other anymore.