this post was submitted on 23 May 2024
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I assume you are playing 2e.
I definitely get that. Pathfinder (like D&D and other rules-heavy TTRPGs) has a learning curve, and things can get confusing for newer players.
Imho any game is either rules-heavy, and as such closer to reality with more defined rules for various situations, or it is rules-light, where GM-Interpretation is other needed to determine what to role. (Or somewhere in between)
Any rules-heavy game is going to take time to learn, and sometimes it will be unclear what is correct. But I find that the PF2e rules are actually very clear, you just have to pay close attention to the wording.
For example, if you get an attack of opportunity(AoO), can you grapple instead of attacking? Can you trip?
The answer is in the descriptions of those actions. An attack of opportunity allows for a strike action. A grapple is a standard action. A trip is a strike action. So a trip is allowed, a grapple isn't.
The entire game is built like this. Can a barbarian use this action while raging? Well, does it have the rage trait? If not, then no. Spells no longer have levels, they have ranks, so that no one confuses them with character level. It's all in the wording.
But again, I'm approaching this as a TTRPG veteran who has GMed systems like shadowrun and world of darkness, that are basically the poster-children for needlessly complicated and/or conflicting rules. I totally understand that any rules-heavy game can be confusing.
I don't think more rules necessarily mean more like reality. You can have a bunch of rules for grappling, and create a system that anyone who actually does hand-to-hand stuff would say is nonsense.
That said, I think a lot of people would enjoy lighter systems than d20. Maybe not the people who get a kick out of the "lonely fun" of reading about builds online, but the people who just show up to play and the people who are there for a story? They'd probably be happier in Fate.
I do agree. The most fun I've ever had with a TTRPG is as a player in a Monster of the Week game, which is super rules-light. And we do get a very good representation of real life using these mechanics, but that's because thw GM is really good at making decisions about how mechanics work for a particular PC abilities, and then sticking to it.