People need to stop comparing CRPG with PnP. In CRPG you can reload and you cannot program every player action.
Yeah, the amount people going
"But in the PnP..." and
"..this is a bug, because in the PnP..." or flat-out assuming that rules from the PnP apply, without actually looking at the source material (in this case being
the game), is annoying me more and more. I understand that they tried to follow the PnP rules, and
a lot of good came from it, but slavishly following the PnP has no
inherent merit, and simply
assuming that it works like in the PnP (or that a given aspect is even
supposed to work like in the PnP) leads to a lot of potentially bad conclusions and erroneous (or misleading) assumptions.
I get that it might be interesting to discuss that as a facet, as a parenthesis in an ongoing discussion like
"Oh, yeah, that's cool, in the PnP it worked like this, but obviously that doesn't apply here", but some people seem genuinely
upset that not everything works exactly as in the PnP, or get
angry when their assumptions are wrong, as if the game somehow betrayed them simply because it took a design decision as to how to implement something as a reasonable interpretation for a CRPG.
If anything, I think they stuck a little bit
too close to the base ruleset, especially when it comes to implementation of what I would call features rather than systemics. For example, some archetypes are simply uninteresting or shit, and could or should probably have been messed bit a little bit more (Hospitaler is a good example, I think it could've done with having bonuses to healing in ways that the base archetype does not give, especially once they figured that the Aura of Healing doesn't work very well in the CRPG; instead they created an "Aura of Life" just to stick close to the original concept, but the end result is something even less interesting) or "reasonable house rules" that would be extremely easy to implement, some that are already pretty common, such as fractional BAB (which no digitized version of 3.5 have any reason not to employ, since everything is automated).
And this is before I even consider things I'd expect any really good DM to do, such as straight-up custom or adapted archetypes and/or prestige classes. Prestige Classes are already pretty balls in PF, so when they implemented them in PF:K they... picked the most generic and boring ones? Not a single custom one that fits the campaign specifically? Not even setting-appropriate ones that may require joining organizations within the game, such as Hellknights? Golden opportunity, just wasted, seemingly just to stick as close to the rules as possible.