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

  1. Keep game moving with a provisional ruling.
  2. Prefer the interpretation that preserves action economy clarity.
  3. Log the dispute, verify after session, then standardize.

1) Action Economy (1–10)

  1. You usually get 3 actions + 1 reaction each turn cycle.
  2. MAP applies to attacks in same turn; 3rd attack is often poor value.
  3. Activities consume listed actions and can trigger MAP if they include attacks.
  4. Stand/Interact/Step taxes are huge tempo levers.
  5. Trading your 2 actions for enemy 2+ actions is a win.
  6. Delaying can improve team sequencing; don’t lose track of initiative order change.
  7. Ready costs 2 actions and uses your reaction later.
  8. Stride + Strike + setup often beats Strike x3.
  9. Force enemy movement to burn actions.
  10. Protect your reaction economy (AoO-like threats, shield/defensive reactions).

2) Degrees of Success (11–18)

  1. Beat DC by 10 = critical success.
  2. Miss DC by 10 = critical failure.
  3. Nat 20 bumps degree up one step.
  4. Nat 1 bumps degree down one step.
  5. Most strong effects are balanced around partial results.
  6. Favor spells/effects that do something on success.
  7. Confirm whether effect uses spell DC vs class DC vs skill DC.
  8. “Basic save” means standardized crit success/success/failure/crit failure scaling.

3) Vision, Detection, Stealth (19–30)

  1. Hidden vs undetected vs unnoticed are different states.
  2. Concealed imposes flat-check risk before hit resolves.
  3. Hidden/undetected generally involve stronger targeting uncertainty.
  4. Seek is your friend when targeting is unclear.
  5. Step avoids many reactive movement punishers.
  6. Cover matters constantly; call it early each encounter.
  7. Standardize table callouts: “seen / hidden / undetected.”
  8. Don’t stack assumptions—confirm line of effect and line of sight separately.
  9. Invisibility does not equal invulnerability; detection still possible.
  10. Bright/dim/dark context changes value of stealth plays.
  11. If uncertain, rule for clarity and consistency this encounter.
  12. Log stealth edge cases for post-session rules check.

4) Conditions That Swing Fights (31–45)

  1. Off-guard is often best team DPR enabler.
  2. Frightened is premium because it pressures many checks/DCs.
  3. Stupefied is high-value vs casters.
  4. Slowed/stunned-like effects crush enemy action economy.
  5. Grabbed/restrained can force escape taxes.
  6. Prone manipulates both offense and defense geometry.
  7. Sickened taxes actions and can reduce output.
  8. Persistent damage is tempo pressure, not just HP loss.
  9. Dying/wounded management is priority over greedy damage lines.
  10. Doomed + dying interactions can snowball danger quickly.
  11. Enfeebled/clumsy/drained target different stat ecosystems.
  12. Don’t forget duration and end conditions.
  13. Reapplying short debuffs at key initiative points is often correct.
  14. Condition immunity checks save wasted turns.
  15. Clarify whether penalties are status/circumstance/item before stacking.

5) Triggers, Reactions, Interrupts (46–55)

  1. Ask “what triggers right now?” before resolving big actions.
  2. Reactions can invalidate greedy lines—bait them early.
  3. Ready interacts with trigger timing; define trigger text clearly.
  4. Counterplay windows matter (movement, manipulate, concentrate).
  5. Trigger ambiguity: GM picks cleanest timing interpretation and moves on.
  6. Don’t retroactively rewind too far unless outcome-critical.
  7. Call out reaction availability openly for table clarity.
  8. Save one reaction for survival when fight is volatile.
  9. Team plan should account for ally reactions too.
  10. If multiple reactions compete, prioritize life-saving/control value.

6) Counteract, Resistances, Immunities (56–65)

  1. Counteract is level/rank-sensitive—great when matched, weak when outscaled.
  2. Don’t toss premium counteract blindly; identify threat first.
  3. Resistances chip multi-hit lines harder than single big hits.
  4. Weaknesses reward right damage typing over raw damage size.
  5. Immunities can hard-stop whole strategies—check traits first.
  6. Precision/mental/poison edge cases come up often; verify quickly.
  7. Swapping damage type can outperform upcasting in some fights.
  8. Persistent damage type matters for bypassing defenses.
  9. “Magical” and “spirit/align-like” distinctions can matter in specific matchups.
  10. When unknown, probe with low-cost action first.

7) Movement & Positioning (66–74)

  1. Position to force enemy Strides through bad lanes.
  2. Flanks/off-guard setups are team resources, not personal perks.
  3. Step for precision positioning under reactive threat.
  4. Verticality and choke points create action taxes.
  5. Retreating one square can blank enemy 3-action plans.
  6. Protect backline by controlling approach vectors.
  7. Don’t over-extend for one hit unless it wins tempo.
  8. Use terrain to trade your action for enemy two.
  9. End turn where healer/defender coverage exists.

8) Spellcasting Practicals (75–84)

  1. Pick save targets by enemy archetype (brute/reflex, skirmisher/fort, caster/will pressure).
  2. AoE is best when it also distorts enemy decisions/position.
  3. Sustain cost must justify itself every turn.
  4. Pre-buff only when expected value beats immediate impact.
  5. Keep one emergency defensive spell/line online.
  6. Don’t chase perfect turns—take reliable value.
  7. If target likely saves, choose effects with meaningful success text.
  8. Sequence debuffs before ally burst windows.
  9. Preserve top slots for tempo flips, not vanity damage.
  10. Track your overperformers/underperformers after each session.

9) Aid, Recall, and Team Utility (85–92)

  1. Aid can be huge if set up intentionally.
  2. Recall-like info is best when it changes this-round choices.
  3. If info won’t alter decisions, skip it and act.
  4. Help actions that create off-guard/opening often outvalue chip damage.
  5. Communicate intent before turn starts for sequencing.
  6. Shared target priority wins more fights than isolated optimization.
  7. Stabilize allies early in swingy encounters.
  8. Resource spend should match encounter danger, not panic.

10) Dying, Recovery, and Risk Control (93–100)

  1. Preventing a drop is better than recovering from one.
  2. When ally drops, reassess objective: survival vs finish.
  3. Minimize exposed turns while wounded.
  4. Confirm who can administer recovery now vs next initiative.
  5. Don’t chain risky plays when party HP state is unstable.
  6. Preserve one clean exit/reset option.
  7. If table is unsure, choose the ruling that avoids accidental lethality spikes.
  8. 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

  1. PF2e_Core_Search_Index.md for quick locate.
  2. Search raw index (.jsonl) by keyword.
  3. Pull exact text from book if still contested.
  4. Record final ruling in 03_Rules_Quickrefs/Session_Rulings_Log.md.