Top 5 Pathfinder 2e Actions New Players Waste (And What to Do Instead)

Mike’s Personal Experience

By Grabgar’s hammer, I’ve seen more greenhorns waste their precious three actions than I’ve spilled ale in a bar brawl — and that’s sayin’ something. Pathfinder 2e hands ya three shiny gold coins every turn, and some of ya spend them like a drunken goblin at a cursed auction. Just last week, I watched a fresh-faced elf take two Stride actions to get closer to a troll, then waste his last action drawing a dagger… that he could’ve pulled while movin’. By Margann’s crusty beard, it’s a miracle that lad’s still got both legs.

If you’re gonna survive past your second fight, ya need to learn which actions keep yer beard intact and which ones get it singed clean off. So here’s the Top 5 Pathfinder 2e actions new players waste — and what to do instead.

1. Double Stride When You Could Stride + Strike

New players love to spend two whole actions just to close the gap. Trouble is, PF2e lets you draw a weapon during movement, and you can usually get a swing in if you’ve got the reach or a ranged weapon ready.
Instead: Stride once, draw while moving, and attack. Better yet, use a Step to avoid triggering attacks of opportunity before swinging. It’s all about ending your turn threatening the enemy, not standing in front of them like a ripe melon.

2. Aiming Spells Without Positioning First

Blasting a Burning Hands cone is great… unless half your party’s in the way. I’ve seen more wizards roast their own mates because they didn’t spend a single action on better positioning.
Instead: Stride into an angle where you can hit enemies without clipping allies. That one movement can turn “Sorry, bard!” into “Got ‘em all!”

3. Repeated Raise Shield Without Timing

A sturdy shield’s a fine thing, lad, but raising it three turns in a row while doing nothing else? That’s called turtling, and it’s how fights get lost.
Instead: Time your Raise Shield action so you’re using it right before an enemy attacks. Mix in an attack, shove, or trip to keep pressure on. A shield’s for protection, aye, but it’s no excuse to stand still.
If ya want to see how a shield can pull its weight and make ya useful, take a peek at the Ironhowl Bastion — it’s got more personality than some players I know.

4. Demoralize at the Wrong Time

PF2e’s Demoralize is a beauty — frighten lowers enemy rolls. But yelling at the ogre after it’s already dropped yer rogue ain’t helpin’ much.
Instead: Hit ‘em with Demoralize early, before they make their big swing. And if you’re not in a position to scare ‘em, use your actions to aid an ally or reposition. Speaking of making allies count, check out Yer Cleric Ain’t a Walking Health Potion to learn how not to waste healer potential.

5. Ready Action Without a Plan

“Ready an action” sounds clever until you realize you’ve burned two actions to maybe swing once — and your trigger never happens.
Instead: Only ready when you’re sure the trigger will happen that turn. Otherwise, strike, cast, or set up terrain control. If you want to see a fine example of keeping the fight on your terms, the Wanderer’s Rest has terrain tricks baked right in.


Don’t Waste Another Turn, Lad

By Tharn’s itchy chainmail, don’t be one o’ those pebble-countin’, stride-wastin’ milk drinkers. Learn how to make every action hit like a wagon full o’ dwarven steel. Swing by the Player Tips hall or thumb through the Tavern Armory for more tricks that’ll keep yer enemies on the floor and yer mug full at the end of the night.


Final Thoughts

PF2e’s three-action system is a gift, lad — but only if ya treat it like gold, not gravel. Stop burnin’ yer turns on filler moves, start thinking about your position, timing, and teamwork, and you’ll see the difference faster than a goblin spots a shiny copper.


Sharpen Your Axe, Steady Your Aim, Laddie

By me beard, if you’ve been wastin’ yer actions till now, it’s time to turn that wagon around. Drop by About Mike’s Tavern to see how we turn rookies into legends, check the Contact page if you’ve got battle scars worth sharin’, and gear up in the Tavern Armory before yer next session. The right prep, the right moves — and you’ll be the one tellin’ me the war stories next time.

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