To define a design space you need to first design what space you have. For many designs in PF2, this often is done by the negative space of what you cannot do with a skill feat, when it is okay to change those things, and when doing so isn’t disruptive to the design or concepts present in the game. First, let’s start with the basic criteria for a skill feat: It interacts with a skill or skill action. It is below the power level of a Class Feat It can be taken by many different types of characters […]
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