PF2e Top 100 Table Rules Quickref
Purpose: fast, spoiler-safe at-table rulings and decision support. Scope: practical reminders, not full legal text. If disputed, confirm via core index.
0) 15-Second Ruling Protocol
- Keep game moving with a provisional ruling.
- Prefer the interpretation that preserves action economy clarity.
- Log the dispute, verify after session, then standardize.
1) Action Economy (1–10)
- You usually get 3 actions + 1 reaction each turn cycle.
- MAP applies to attacks in same turn; 3rd attack is often poor value.
- Activities consume listed actions and can trigger MAP if they include attacks.
- Stand/Interact/Step taxes are huge tempo levers.
- Trading your 2 actions for enemy 2+ actions is a win.
- Delaying can improve team sequencing; don’t lose track of initiative order change.
- Ready costs 2 actions and uses your reaction later.
- Stride + Strike + setup often beats Strike x3.
- Force enemy movement to burn actions.
- Protect your reaction economy (AoO-like threats, shield/defensive reactions).
2) Degrees of Success (11–18)
- Beat DC by 10 = critical success.
- Miss DC by 10 = critical failure.
- Nat 20 bumps degree up one step.
- Nat 1 bumps degree down one step.
- Most strong effects are balanced around partial results.
- Favor spells/effects that do something on success.
- Confirm whether effect uses spell DC vs class DC vs skill DC.
- “Basic save” means standardized crit success/success/failure/crit failure scaling.
3) Vision, Detection, Stealth (19–30)
- Hidden vs undetected vs unnoticed are different states.
- Concealed imposes flat-check risk before hit resolves.
- Hidden/undetected generally involve stronger targeting uncertainty.
- Seek is your friend when targeting is unclear.
- Step avoids many reactive movement punishers.
- Cover matters constantly; call it early each encounter.
- Standardize table callouts: “seen / hidden / undetected.”
- Don’t stack assumptions—confirm line of effect and line of sight separately.
- Invisibility does not equal invulnerability; detection still possible.
- Bright/dim/dark context changes value of stealth plays.
- If uncertain, rule for clarity and consistency this encounter.
- Log stealth edge cases for post-session rules check.
4) Conditions That Swing Fights (31–45)
- Off-guard is often best team DPR enabler.
- Frightened is premium because it pressures many checks/DCs.
- Stupefied is high-value vs casters.
- Slowed/stunned-like effects crush enemy action economy.
- Grabbed/restrained can force escape taxes.
- Prone manipulates both offense and defense geometry.
- Sickened taxes actions and can reduce output.
- Persistent damage is tempo pressure, not just HP loss.
- Dying/wounded management is priority over greedy damage lines.
- Doomed + dying interactions can snowball danger quickly.
- Enfeebled/clumsy/drained target different stat ecosystems.
- Don’t forget duration and end conditions.
- Reapplying short debuffs at key initiative points is often correct.
- Condition immunity checks save wasted turns.
- Clarify whether penalties are status/circumstance/item before stacking.
5) Triggers, Reactions, Interrupts (46–55)
- Ask “what triggers right now?” before resolving big actions.
- Reactions can invalidate greedy lines—bait them early.
- Ready interacts with trigger timing; define trigger text clearly.
- Counterplay windows matter (movement, manipulate, concentrate).
- Trigger ambiguity: GM picks cleanest timing interpretation and moves on.
- Don’t retroactively rewind too far unless outcome-critical.
- Call out reaction availability openly for table clarity.
- Save one reaction for survival when fight is volatile.
- Team plan should account for ally reactions too.
- If multiple reactions compete, prioritize life-saving/control value.
6) Counteract, Resistances, Immunities (56–65)
- Counteract is level/rank-sensitive—great when matched, weak when outscaled.
- Don’t toss premium counteract blindly; identify threat first.
- Resistances chip multi-hit lines harder than single big hits.
- Weaknesses reward right damage typing over raw damage size.
- Immunities can hard-stop whole strategies—check traits first.
- Precision/mental/poison edge cases come up often; verify quickly.
- Swapping damage type can outperform upcasting in some fights.
- Persistent damage type matters for bypassing defenses.
- “Magical” and “spirit/align-like” distinctions can matter in specific matchups.
- When unknown, probe with low-cost action first.
7) Movement & Positioning (66–74)
- Position to force enemy Strides through bad lanes.
- Flanks/off-guard setups are team resources, not personal perks.
- Step for precision positioning under reactive threat.
- Verticality and choke points create action taxes.
- Retreating one square can blank enemy 3-action plans.
- Protect backline by controlling approach vectors.
- Don’t over-extend for one hit unless it wins tempo.
- Use terrain to trade your action for enemy two.
- End turn where healer/defender coverage exists.
8) Spellcasting Practicals (75–84)
- Pick save targets by enemy archetype (brute/reflex, skirmisher/fort, caster/will pressure).
- AoE is best when it also distorts enemy decisions/position.
- Sustain cost must justify itself every turn.
- Pre-buff only when expected value beats immediate impact.
- Keep one emergency defensive spell/line online.
- Don’t chase perfect turns—take reliable value.
- If target likely saves, choose effects with meaningful success text.
- Sequence debuffs before ally burst windows.
- Preserve top slots for tempo flips, not vanity damage.
- Track your overperformers/underperformers after each session.
9) Aid, Recall, and Team Utility (85–92)
- Aid can be huge if set up intentionally.
- Recall-like info is best when it changes this-round choices.
- If info won’t alter decisions, skip it and act.
- Help actions that create off-guard/opening often outvalue chip damage.
- Communicate intent before turn starts for sequencing.
- Shared target priority wins more fights than isolated optimization.
- Stabilize allies early in swingy encounters.
- Resource spend should match encounter danger, not panic.
10) Dying, Recovery, and Risk Control (93–100)
- Preventing a drop is better than recovering from one.
- When ally drops, reassess objective: survival vs finish.
- Minimize exposed turns while wounded.
- Confirm who can administer recovery now vs next initiative.
- Don’t chain risky plays when party HP state is unstable.
- Preserve one clean exit/reset option.
- If table is unsure, choose the ruling that avoids accidental lethality spikes.
- After session, codify rulings to prevent repeat friction.
Kane-Specific Fast Defaults
- Open unknown fights with conservative control/info line.
- Against elites: debuff/control first, then feed striker windows.
- Against mobs: prioritize action-tax and positioning disruption.
- Keep one emergency defensive answer unspent until tempo is secure.
Dispute Escalation Path
PF2e_Core_Search_Index.mdfor quick locate.- Search raw index (
.jsonl) by keyword. - Pull exact text from book if still contested.
- Record final ruling in
03_Rules_Quickrefs/Session_Rulings_Log.md.