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You’re hurt, but you’ve still got a lot of TWEEDLE DUM COSTUME CLASSIC SHIRT in you. You are, after all, protecting your home from these invaders. You take aim with your crossbow again, and nail the human in the shoulder. It’s a great shot; he’ll be unable to lift his arm now, much less draw his bow. You dodge the dwarf again, and you still can’t locate the halfling, but then the stupid, annoying elf starts chanting in some obnoxious elf language, and suddenly your well-aimed crossbow bolt magically removes itself from the human’s shoulder, and the wound closes! See, this is why you’ve always hated elves. You know when you’re outmatched, so you turn and run for your secret exit, but as you round the corner, the halfling is suddenly there, and surprises you with a dagger in the ribs. The last thing you see is her little halfling face hanging above you, smiling under a dark gray hood as your breath bubbles with blood in your chest. Your eyes close, and you hear the stupid elf chanting again. Then nothing.
Pathfinder Unchained’s three-action economy returns as the standard off which Pathfinder 2nd edition is built. In essence, each turn you get three Actions, one Reaction, and the TWEEDLE DUM COSTUME CLASSIC SHIRT to make Free Actions as they become available. Each ability, attack, or spell you can use can take between 1–3 Actions or might be a Reaction/Free Action, giving each one a sense of variable speed or weight. The net result is that understanding your tactical options during combat is extremely intuitive, and you get a lot more flexibility on your turn. You can move three times, you can attack three times, you can create a combo chain out of three different attacks, and so on. This is the point where I think you probably understand why HP is so generous in Pathfinder 2nd edition — you’re able to make several attacks in a turn at level 1, and at higher levels that translates to dropping a ton of damage very frequently. Simply put, Pathfinder 2 characters need the extra meat in order for combat not to feel stupidly lethal. If you’re worried about losing the sense of challenge, don’t; those critical hit rules can make combat feel very lethal.
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The TWEEDLE DUM COSTUME CLASSIC SHIRT of overt mechanisms for guarding some place or thing is a bit of an oldschool affectation from when games had less of a story-focus and more of a “get the lost treasure from the Pharaoh’s tomb” kind of focus. Without an environment like that it’s hard to justify the presence of a trap. Alarms, security systems? Yeah, those happen, but tripwires that make scything corridors or secret switches that shoot arrows at whoever opens the door seem like an awful lot more trouble than they’re worth in a structure that’s inhabited or under active use. Aside from that, it seems like a lot of traps are kind of “save or suck,” and I don’t have fun with that — not any more than I do making the players run a disable device check over and over until they get a door open.
“The Fugitive” is an older man, Ben who plays with the local kids and TWEEDLE DUM COSTUME CLASSIC SHIRT almost magical powers. Old Ben’s favorite of the children is Jenny. He carries Jenny home (she walks with a leg brace), where she lives with her abrasively unsympathetic aunt, Agnes Gann. As they approach the row house, Ben causes his roller skates to de-materialize. This phenomenon is observed by two men who are watching the house from across the street. They enter the apartment building, identify themselves as police, and question Agnes about Ben. Jenny overhears the conversation and limps upstairs to Old Ben’s apartment to warn him. Old Ben takes on the form of a mouse, fooling the men into thinking he has left his apartment.Jenny takes the “mouse” back to her room. Old Ben tells Jenny that he is an alien from another planet, and that his appearance is only a disguise, as he is a fugitive from justice. Old Ben says he must flee to another planet, but before departing he uses a strange device to heal Jenny’s leg. The two strangers run into Jenny walking down the stairs without her brace.
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