Will eventually need to determine Critical Success, Success, Failure, and Critical Failure. Spells that allow a basic save will use that to determine damage. I'm sure ya'll already know that.
Will eventually need to determine Critical Success, Success, Failure, and Critical Failure. Spells that allow a basic save will use that to determine damage. I'm sure ya'll already know that.
Please don't remove short rest. It's the only way that I can advance the clock without having to do 20 rounds at a time. It would be great if it were 10 minutes, but I will be happy with 5 if you leave it in.
Please explain the use case for this. You don't actually "advance the clock" - the round counter is reset to 1 and nothing is changed on the campaign calendar time. Exactly what functionality are you looking for? Maybe there's other ways to do this. I don't like leaving something called "short rest" in the ruleset when PF2 doesn't have any mechanics behind it, it will just cause confusion.
People use the short rest to remove the short duration spell effects from the tracker. Rather than advancing the tracker 60 times.
If you right click on the next round button you can advance the tracker in blocks of 20.
Or the menu button on the tracker has a clear expiring effects option.
One of these may work for you
The CT already has options: advance the tracker 20 rounds and also remove expiring effects.
Aren't these enough? Or do we need something like "Leave encounter mode" (or "Enter exploration mode") that resets the initiative (short rest currently does that) and expires effects (or reduces them) with a certain duration or less?
I want to provide something that matches PF2 functionality and makes sense in the PF2 RPG system.
This discussion started because there was already confusion about "a PF2 short rest" and that it should reset focus points, etc. - when there's no such thing as a short rest in PF2. So if I do anything (even just renaming the 3.5E "short rest" to something else) I want it to make sense for PF2, both in name and what it does.
There are a lot of things in 2e that depend on a 10 minute break, healing with Medicine, identifying items, recovering your Shield spell after Blocking. It is pretty clear that they expect short rests to come in multiples of 10 minutes. I would rather not have to advance the CT 20 5 times (along with the chat box spam) in order to tick off 10 minutes. After I did 2 5 minute short rests in the above example, the focus points came back. That seems like a reasonable use case.
I don't know how many spells have a duration of longer than 10 minutes, but shorter than all day, in 2e. That's the other main thing I used short rest for in PF1, was to track and advance those durations.
I just searched the Core PDF for "10 minute" and you can barely advance 5 pages without finding another reference to "rest for 10 minutes" or "refocus for 10 minutes". They may not call it a 10 minute rest, but that's what it effectively is.
OK, this is what I'm trying to clarify. Thanks for the feedback.
Can we start by getting terminology correct - "short rest" is not a term or process in PF2. There are many 10 minute exploration mode activities (some you mention, thanks for that), but each individual PC needs to decide what (if any) of those activities they will undertake - and they are doing activities, they are not "resting". Hence the reason why I originally decided to remove "short rest" specifically from the PF2 ruleset - because that terminology means nothing in PF2. I know this might sound like I'm being pedantic, but it's very important to have features and functionality that makes sense, both in wording and in operation, for PF2.
How about I add in an option that is "Exploration mode activity (10 mins)" or some other wording? This will: reset the initiative of everyone in the combat tracker and set the round count to 1 (because we're now in exploration mode - encounter mode, and therefore initiative, no longer applies) and reduce all currently active effect duration by 100 rounds?
That sounds awesome, thanks.
So I noticed when I was walking Liz through character creation tonight (we are preparing to start a campaign and she used the tracker to build her Dwarven Fighter), there were a couple of hiccups or areas of confusion.
1) The Fighter Feat 1 created a little confusion. It said Feature 'Fighter Feat 1' added to Ravahana, but it didn't show up in the Abilities section. Seeing the actual Class Feature explaining when she gets the class feats would have been helpful, she thought.
2) This one is a little more difficult to fix, and I think others mentioned it, but the Skills section caused some problems. Not knowing which ones came from class and background made it a bit harder for her and a total count of skills might have been nice so she knew how many she had trained. So if she had seen, when it was time to choose 4 new ones, that she already had 4, she could shoot for 8 knowing that was her target number.
3) Also in skills, when it added "Lore - Legal" from Bounty Hunter, she only found "Lore" in skills.
4) Finally, having been spoiled by 5E, having the Adventurer's pack "explode" into the individual pieces would have made it easier for her to determine if there were things she wanted beyond what that contained.
The rest went well, with some aid and explanation, and she's excited to give PF2 a try. She had never played PF1 but is enthusiastic to try the new edition.