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<blockquote data-quote="Retreater" data-source="post: 8880979" data-attributes="member: 42040"><p>I've run the first book of Abomination Vaults (and several other first books of APs in Pathfinder 2e). </p><p></p><p>First, here's a link to my group's experience in Abomination Vaults... <a href="https://www.enworld.org/threads/pf2-second-attempt-post-mortem.682276/" target="_blank">Pathfinder 2E - PF2: Second Attempt Post Mortem</a></p><p></p><p>My post-mortem and complaints about the system are more nuanced now that I've run two more campaigns in PF2. I'll try to put some quick views about each.</p><p></p><p>Abomination Vaults</p><p>I don't think it's a "good" dungeon crawl compared to others I've played: </p><ul> <li data-xf-list-type="ul">The maps are small (-)</li> <li data-xf-list-type="ul">There aren't many opportunities for roleplay or exploration (-)</li> <li data-xf-list-type="ul">Encounters are very close together (-)</li> <li data-xf-list-type="ul">Like all APs I've tried, too many fights too challenging, and players get discouraged. You might want to adjust for your group (-)</li> <li data-xf-list-type="ul">There's little motivation for the group to continue to explore (-)</li> <li data-xf-list-type="ul">However, the enemies are varied (+)</li> <li data-xf-list-type="ul">The dungeon is flavorful (+)</li> </ul><p></p><p>Dungeons in Pathfinder 2</p><p>I think the system has its pros and cons for dungeon exploration:</p><ul> <li data-xf-list-type="ul">Limitless healing outside of combat is very effective, so resource management isn't as much of a thing (-)</li> <li data-xf-list-type="ul">The math is so tight that dynamic battles (guards coming in to reinforce allies, etc.) can quickly become a TPK (-)</li> <li data-xf-list-type="ul">And woe to the party that attempts to face a challenge above their level (-)</li> <li data-xf-list-type="ul">The fights are exciting, dynamic, varied, and well-balanced in a way that I haven't seen outside of 4E D&D (+)</li> <li data-xf-list-type="ul">There are good rules for exploration activities (even if they're not used to a great extent in Abomination Vaults) (+)</li> </ul><p>If you do run Abomination Vaults, I'd recommend pairing it with the Beginner Box adventure and the compilation Trouble in Otari - just to present some changes in pace and tie the group into caring about the nearby village. I think it can be amazing with some ground work.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8880979, member: 42040"] I've run the first book of Abomination Vaults (and several other first books of APs in Pathfinder 2e). First, here's a link to my group's experience in Abomination Vaults... [URL="https://www.enworld.org/threads/pf2-second-attempt-post-mortem.682276/"]Pathfinder 2E - PF2: Second Attempt Post Mortem[/URL] My post-mortem and complaints about the system are more nuanced now that I've run two more campaigns in PF2. I'll try to put some quick views about each. Abomination Vaults I don't think it's a "good" dungeon crawl compared to others I've played: [LIST] [*]The maps are small (-) [*]There aren't many opportunities for roleplay or exploration (-) [*]Encounters are very close together (-) [*]Like all APs I've tried, too many fights too challenging, and players get discouraged. You might want to adjust for your group (-) [*]There's little motivation for the group to continue to explore (-) [*]However, the enemies are varied (+) [*]The dungeon is flavorful (+) [/LIST] Dungeons in Pathfinder 2 I think the system has its pros and cons for dungeon exploration: [LIST] [*]Limitless healing outside of combat is very effective, so resource management isn't as much of a thing (-) [*]The math is so tight that dynamic battles (guards coming in to reinforce allies, etc.) can quickly become a TPK (-) [*]And woe to the party that attempts to face a challenge above their level (-) [*]The fights are exciting, dynamic, varied, and well-balanced in a way that I haven't seen outside of 4E D&D (+) [*]There are good rules for exploration activities (even if they're not used to a great extent in Abomination Vaults) (+) [/LIST] If you do run Abomination Vaults, I'd recommend pairing it with the Beginner Box adventure and the compilation Trouble in Otari - just to present some changes in pace and tie the group into caring about the nearby village. I think it can be amazing with some ground work. [/QUOTE]
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