(Most) flying creatures have to spend at least one action (on their turn) on the Fly action or they fall out of the sky.
1b) creatures/objects fall 500’ in one round
If a spell scroll has a spell that is Common and appears on the spell list of the tradition of a character, that character can spend a single action to Recall Knowledge to automatically succeed at identifying that spell scroll.
The Escape action has the attack trait, so it increases Multiple Attack Penalty and in turn is affected by MAP as well.
If a character with the Wounded condition is healed to full hit points and then spends 10 minutes resting, they lose the Wounded condition.
One round = 6 seconds. Also, you get 3 actions each round. Using one action to flap your wings (or activate whatever flying magic you have) isn’t BS.
If you have been grabbed, then you should probably reflect on the decisions that have brought you to that moment. (I say this as a spell caster player who walked into a gelatinous cube) The game has to have consequences otherwise there’s no danger and then defeating a monster or completing a quest ceases to be rewarding or meaningful.
Also, PCs can and do grab NPCs so it works to the players’ advantage too.
Things that count toward MAP are labeled as an attack for ease. But it’s just a label for the amount of physical energy you are exherting. And breaking someone’s grapple should take as much work as an attack, especially since those grapple checks to grab you in the first place also add to MAP as I recall.
I get your point, but I am just not a fan of Paizo’s decision making in this case. I wrestled in high school and trained some jiu-jistu later in life and I was able to slither/weasel out of many a grapple with nary an attack attempted. But I’m not a big fan of PF or DnD 5e’s simplified rules for grappling, but I understand it for the sake of the game.
I like the way martial arts are handled in Mage the Ascension, what little of it I have played so far. It’s not super intricate or anything, but they do have a lot of special moves and abilities specific to the martial arts in that game that can make a martial arts character feel more unique rather than just punching and kicking stuff. I play Mage the Ascension every other Sunday with RanterX as a GM. My character is a martial artist movie star mage, but his martial arts are real. Pay no mind to the Thunder Kick I botched the other night that sent me flying across the room to smash into some desks totally missing the BBEG…yeah that was disappointing yet humorous at the same time.
So I was watching a Roll for Combat video on youtube - or course talking about the fallout regarding the WotC’s OGL stuff, and Mark Seifter (one of the co-principal designers of PF2) was talking about one of his favourite - and oft-overlooked - fighter feats: Blind-Fight.
So Fantasy Grounds - and most of us by extension - have been doing it sorta wrong. Just targetting a concealed/hidden creature requires a flat-check even before any attack roll is completed. Fantasy Grounds, however, automagically does the flat-check after the attack roll. It’s a subtle difference, but things that trigger off of attempting an attack roll wouldn’t happen against a concealed/hidden target if you failed the flat-check to just target them in the first place!
Yeah, I think you would have to target them by using the combat tracker and declaring you try to hit them to have this make sense. Meanwhile the map token would be invisible. I suppose that might be a serious pain for a DM, since some of the PCs may see the mob while others don’t. I wonder if FG would let you make a token visible to a specific character or characters. That would be pretty cool!