That's interesting. So basically the only constraint on how much the adventurers can do in a day is literally how much time it takes. That's actually kind of cool. At some point you need to sleep, I guess, before becoming exhausted.
I was wondering if this would bother me as we have a good medic able to get the party back to max hit points in about an hour as Capp stated with no magic. But when we ran into a lich. Wrecked the party. The in combat healing doesn't keep up with the damage output of the monsters at higher level. So you tend to stop adventuring when the cleric can no longer keep the party alive during a fight. So I was bothered less by the out of combat medicine work. Hit points are more about getting minor wounds cleaned up, resting, getting over shock, and the like than pure raw damage. The hits are so big in PF2 that you can go from fine to dead in two hits, sometimes an entire party can go from fine to near dead in one bad round of saves from a high level AoE spell.
I much prefer medicine for out of combat healing than the PF1 wands of cure light wounds and the like. It does the same thing at the end of it all, but having a very well trained medic working on everyone seems cooler than buying a bunch of cheap, throwaway wands.
The bottlenecks I have found to the adventuring day are:
1. In combat healing.
2. Caster slots for support and attack magic.
Once you run out of those or run low, you are a bad battle away from dead.
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