Pathfinder did a lot to keep the spirit of Dungeons & Dragons alive. The system allowed for 3.5 materials to continue in circulation while also fixing some game-breaking rules. Fans of the vastly different direction that D&D 4e took prefer the more simple and video game style of play. Pathfinder's first edition, on the other hand, is a min-maxer's dream.

The second version of the game provides the same depth of character customization but also introduces fresh concepts to combat. Adapting to a new way of doing the same old things takes time. Players may find some of the more unique rules of 2e slip their minds. Here are ten Pathfinder 2e rules that everyone forgets about.

Related: How Pathfinder 2e Is Better Than Dungeons And Dragons (And How It’s Not)

Updated September 28, 2021, by Ryan Bamsey: With every book that Paizo releases for Pathfinder 2e, more rules are added, some more obscure than others. We've updated this article with some more obscure rules that you might have missed.

11 Actions & Reactions

One of the freshest ideas in the second edition of Pathfinder is the addition of character reactions. Version 2e boils the seven action types of the previous edition down to actions and reactions. Most action types have been lumped together and are collectively known as actions. These include movements, attacks, and using items. Many spells cost two actions to cast.

Each class has certain reactions it can take which are triggered by various criteria. Fighters may ready their shield, for example. This concept is meant to replace Attacks of Opportunity but the new rule has some critics questioning its efficiency. It's a totally new idea that could easily slip your mind between turns.

10 Dynamic Combat

In Pathfinder 1e, movement in combat could get limited. Frequent players of the original system may feel pressed to choose between movements and attacks as they slip into familiar patterns. It might take a while to adjust to the new action economy of 2e. For decades, D&D-based combat had one major flaw - the action economy led to some pretty repetitive combat tactics.

RELATED: Pathfinder 2e: The Deadliest Classes, Ranked

The one action and one movement system often forced players to approach a target then stand motionless in one position for most melee encounters. With an entire party within striking distance of their enemy, foes could often damage multiple party members at once. Utilizing the new system which allows players more movement each party member can keep their distance from foes, forcing the enemy to choose and move toward a target. This tactic makes it harder to target multiple party members at once.

Actions like Trip are now condensed into easy-to-read descriptions that don't require feats to use and can be taken whenever you think it would be useful. This new system is adaptable and a well-received development.

9 Extra Attacks

Simply put, Pathfinder 2e allows for an unprecedented number of attacks for first-level characters. It may be hard to remember to keep swinging, especially in those early levels. Each player has three actions per turn. They may use these in any combination of action types they choose including movements and attacks. They may also choose to use all three for attacks allowing even level one characters to deal some serious damage.

Previously, a fighter would have to reach level 11 to throw three punches in a row. This rule may balance out others that seem to favor the bad guys in combat. In any case, after years of being limited to one measly attack, it may be hard to remember the new opportunities in 2e combat.

8 Magic Items

As your party gets in the thick of their adventure you may find yourself hoarding familiar items. For players familiar with the first edition of Pathfinder it may be an impossible habit to resist. It was once the case that most players felt they had to have the "big 6" of magic items in order to really get anywhere.

These included stat-boosting items, an amulet of natural armor, a ring of protection, a cloak of resistance, and magic weapons and armor. In Pathfinder 2e players will still need magic weapons and armor but some of the other big six will be replaced with more generous stat increases and balanced encounters.

7 Bounded Magic

Pathfinder Desna in Elysium

In the recently released Secrets of Magic, two new classes were introduced: the Magus and the Summoner. The classes have a rather unique spell slot progression, having what's known as Bounded Magic.

These classes start to lose their lower leveled spell slots as they progress, and have to forget some spells as a result - this is compensated by the ability to heighten any spells up to their highest spell slot and the fact that they have perfectly useable alternatives to spells in combat.

6 Attacks Of Opportunity

Attacks of Opportunity were a tried and true combat rule that carried from Dungeons & Dragons 3.5 to Pathfinder 1e.

Attacks of Opportunity were triggered when any creature within combat range of a player performed certain actions. This rule was intended to balance out counter-melee actions during combat. Eliminating them seems to balance combat in the favor of enemies, not adventurers.

5 Resonance

In the world of 1e where players had a proverbial checklist of must-have magic items, characters could use an unlimited amount of magic per day. That has significantly changed in 2e. Players will now be limited in the total amount of magic they can use per day by tracking something called resonance.

RELATED: Tips On How To Make An Overpowered Monk In Dungeons & Dragons

Donning or using a magic item will cost a player resonance. Once it's been used up for the day the player faces a higher risk of failure with continued use. This serves to make magic more scarce and therefore more special than in the first edition. Hopefully, this will serve to make magic items feel new and exciting again.

4 Feats

One of the most common areas to forget steps and overlook rules is when leveling up a character. One of the best parts of the pathfinder system is its in-depth character creation and customization. That tradition is proudly carried on in 2e. Gone of the days of waiting for an excruciating three levels to get your next feat and continue your character down their path.

Now as characters advance, they receive a feat at each level. This serves to enhance customization and bring further motivation to level characters. Many players of all experience levels have been known to forget to pick feats as they level. Remembering to add them so much more frequently may easily slip the mind. Not to mention your new dizzying array of feats may get lost in the shuffle as you play.

3 Ancestries & Heritages

When creating a character many players always began by making two critical choices: their class and race. Those days are gone with Pathfinder 2e. Now players must choose an ancestry and a heritage.

Ancestry seems to have simply replaced the word "race" but heritages are a bit more of an in-depth addition.

Heritages are a mixture of inherited traits and cultural norms that shape a character, giving them bonuses that suit the heritage (for example Forge Dwarves have fire resistance, but Rock Dwarves are far better at staying balanced).

Heritages are also how characters can now be denoted as half-bloods. Being a Half-Elf or Half-Orc is now a choice taken through heritages, as is being an Aasimar, Tiefling, or Dhampir. This means that you can finally have the Aasimar Lizardman of your dreams!

2 Initiative

There are few parts of playing D&D or Pathfinder that are as knee-jerk automatic as rolling for initiative. The second edition of the game introduces a new system which is a swift departure from anything players have seen before.

Instead of adding ability modifiers to dice rolls players will now make various skill checks to determine their place in the combat round. Depending on what their players were doing during the exploration phase of an encounter a check for stealth initiative or perception initiative may be appropriate.

1 Economy

When creating a character in 2e you may find yourself feeling a little out of your depth while purchasing items and equipment at character creation. You'll notice your character starts with only 15g regardless of your class. This may make first edition players uneasy when they create their first 2e character. You'll still be able to equip your level one character as always.

Premade kits can even make this process faster. Just don't expect to find starting wealth listed under class anymore.

NEXT: Best City Building Tabletop Games