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How is PF2E prep and GMing?
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<blockquote data-quote="kenada" data-source="post: 8006634" data-attributes="member: 70468"><p>The way I do this in my sandbox game is to pick a tuning level for an area and build encounters around that. I tie mine to the dungeon level, but there’s no reason you have to do that. This lets me have a range of encounters, so everything feels a little more organic, but it also lets me lean on the tools the system provides (especially the Treasure by Encounter table in the GMG).</p><p></p><p>This is also why I like using Proficiency without Level. It gives me a much wider range over which I can build encounters, so things don’t become obsolete quite as fast, but I can also include higher level creatures without blowing things out past an extreme encounter.</p><p></p><p>Edit: Just read this page, and the attrition discussion is still going…. This style also works fine with attrition (in dungeons, since attrition has never worked very well in wilderness exploration) if you create time pressure by dynamically playing your dungeon. I say this from experience, running a game where PCs don’t go into every fight at max HP. I use <a href="https://thealexandrian.net/wordpress/38547/roleplaying-games/the-art-of-the-key-part-4-adversary-rosters" target="_blank">adversary rosters</a> and <a href="https://thealexandrian.net/wordpress/1248/roleplaying-games/re-running-the-megadungeon-part-2-restocking-the-dungeon" target="_blank">restocking</a> to great effect to create the impression the dungeon isn’t safe, and that taking time out to rest has an opportunity cost.</p></blockquote><p></p>
[QUOTE="kenada, post: 8006634, member: 70468"] The way I do this in my sandbox game is to pick a tuning level for an area and build encounters around that. I tie mine to the dungeon level, but there’s no reason you have to do that. This lets me have a range of encounters, so everything feels a little more organic, but it also lets me lean on the tools the system provides (especially the Treasure by Encounter table in the GMG). This is also why I like using Proficiency without Level. It gives me a much wider range over which I can build encounters, so things don’t become obsolete quite as fast, but I can also include higher level creatures without blowing things out past an extreme encounter. Edit: Just read this page, and the attrition discussion is still going…. This style also works fine with attrition (in dungeons, since attrition has never worked very well in wilderness exploration) if you create time pressure by dynamically playing your dungeon. I say this from experience, running a game where PCs don’t go into every fight at max HP. I use [URL='https://thealexandrian.net/wordpress/38547/roleplaying-games/the-art-of-the-key-part-4-adversary-rosters']adversary rosters[/URL] and [URL='https://thealexandrian.net/wordpress/1248/roleplaying-games/re-running-the-megadungeon-part-2-restocking-the-dungeon']restocking[/URL] to great effect to create the impression the dungeon isn’t safe, and that taking time out to rest has an opportunity cost. [/QUOTE]
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