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Play report (Extinction Curse spoilers)
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<blockquote data-quote="CapnZapp" data-source="post: 7995963" data-attributes="member: 12731"><p>Maybe you're using your own adventures/encounters?</p><p></p><p>I'm talking about the profound difference between running, say Out of the Abyss in 5E as written, and running Extinction Curse in PF2 as written.</p><p></p><p>In the first case, our random heroes need no Cleric, and are seldom seriously threatened.</p><p></p><p>In the second case, only GM intervention prevented a TPK in the <em>very first</em> encounter (Ringmaster's Wagon), and the presence of a combat healer (= the fact the two-action <em>Heal</em> spell gets +8 per spell level, to be precise) has saved the bacon of pretty much every hero at least once (and they're only level 7 still).</p><p></p><p>In the first case, I had to basically throw out the listed encounters once the heroes progressed to the second half of the module (after the audience with King Bruenor) since they were laughable compared to the fully decked out party.</p><p></p><p>In the second case, I have given up all pretense of following the official guidelines (where a party of five should face 20% extra monsters), and they sometimes need to take a full hour's downtime between every encounter (levels 1, 3, and 6 has been particularly rough. Levels 2 and 5 were surprisingly easy)</p><p></p><p>This has little to do with my GM or DM style. It has everything to do with <strong>running published modules</strong>. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>(When I started GMing Pathfinder 2, I made my own encounters. They felt dangerous and challenging, much more so than 5E, but not actively harrowing since I could not even fathom the difficulty Paizo has selected for their adventure! Just saying that any GM worth their salt can make PF2 play somewhat like how they ran 5E as the DM)</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7995963, member: 12731"] Maybe you're using your own adventures/encounters? I'm talking about the profound difference between running, say Out of the Abyss in 5E as written, and running Extinction Curse in PF2 as written. In the first case, our random heroes need no Cleric, and are seldom seriously threatened. In the second case, only GM intervention prevented a TPK in the [I]very first[/I] encounter (Ringmaster's Wagon), and the presence of a combat healer (= the fact the two-action [I]Heal[/I] spell gets +8 per spell level, to be precise) has saved the bacon of pretty much every hero at least once (and they're only level 7 still). In the first case, I had to basically throw out the listed encounters once the heroes progressed to the second half of the module (after the audience with King Bruenor) since they were laughable compared to the fully decked out party. In the second case, I have given up all pretense of following the official guidelines (where a party of five should face 20% extra monsters), and they sometimes need to take a full hour's downtime between every encounter (levels 1, 3, and 6 has been particularly rough. Levels 2 and 5 were surprisingly easy) This has little to do with my GM or DM style. It has everything to do with [B]running published modules[/B]. :) (When I started GMing Pathfinder 2, I made my own encounters. They felt dangerous and challenging, much more so than 5E, but not actively harrowing since I could not even fathom the difficulty Paizo has selected for their adventure! Just saying that any GM worth their salt can make PF2 play somewhat like how they ran 5E as the DM) [/QUOTE]
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