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<blockquote data-quote="CapnZapp" data-source="post: 8212108" data-attributes="member: 12731"><p>Since you've played adventure paths before (as opposed to WotC adventure) you might know this already:</p><p></p><p>Adventure Paths can come across as inflexible, and in my experience this is amplified by how the rules of Pathfinder 2 operate.</p><p></p><p>The first thing you might have already heard elsewhere - PF2 combat can be incredibly lethal, especially for 5E players accustomed to being able to just charge ahead, trusting their abilities and defenses to handle most heat unless you take especially headless or ill-advised actions.</p><p></p><p>That will get you killed in PF2.</p><p></p><p>The other really big thing to watch out for is that PF2 combats are designed in isolation - that is, there is little accommodation for either of the two following things that GMs in other systems do fairly often and naturally:</p><p>1) the heroes enter combat while not at full health. Unless you have especially battle-hardened veteran tacticians as players, try to encourage them to always always always heal back up to full hp before exploring further. The important point from the GM's side: always give the heroes time to recuperate. This might mean ignoring the fact the heroes just rested for 45 minutes. At least until you know why I made this recommendation...</p><p>2) combine encounters (running fights, reinforcements, monsters ganging up for safety etc). Put very simply: never do this as a new GM, full stop. (As you become experienced with the system you will a) see what I mean and b) start seeing ways to pull this off "safely" anyway).</p><p></p><p>That's the two main traps we fell into, at least.</p><p></p><p>The final piece of advice is to be honest and open with the fact that magic is generally feeble at low level. For instance, I would simply suggest you steer your players away from a class such as the Wizard entirely for an AP that only lasts through the low 10 levels such as the one you have chosen. (Playing a Wizard in this spring's other AP -Fists of the Ruby Phoenix- on the other hand, will likely be awesome!)</p><p></p><p>Bards and Druids are generally considered reasonable precisely because they can do other things than spend slots to cast spells. And the Cleric is awesome thanks to one single spell: Heal <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>Good luck with your game!</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8212108, member: 12731"] Since you've played adventure paths before (as opposed to WotC adventure) you might know this already: Adventure Paths can come across as inflexible, and in my experience this is amplified by how the rules of Pathfinder 2 operate. The first thing you might have already heard elsewhere - PF2 combat can be incredibly lethal, especially for 5E players accustomed to being able to just charge ahead, trusting their abilities and defenses to handle most heat unless you take especially headless or ill-advised actions. That will get you killed in PF2. The other really big thing to watch out for is that PF2 combats are designed in isolation - that is, there is little accommodation for either of the two following things that GMs in other systems do fairly often and naturally: 1) the heroes enter combat while not at full health. Unless you have especially battle-hardened veteran tacticians as players, try to encourage them to always always always heal back up to full hp before exploring further. The important point from the GM's side: always give the heroes time to recuperate. This might mean ignoring the fact the heroes just rested for 45 minutes. At least until you know why I made this recommendation... 2) combine encounters (running fights, reinforcements, monsters ganging up for safety etc). Put very simply: never do this as a new GM, full stop. (As you become experienced with the system you will a) see what I mean and b) start seeing ways to pull this off "safely" anyway). That's the two main traps we fell into, at least. The final piece of advice is to be honest and open with the fact that magic is generally feeble at low level. For instance, I would simply suggest you steer your players away from a class such as the Wizard entirely for an AP that only lasts through the low 10 levels such as the one you have chosen. (Playing a Wizard in this spring's other AP -Fists of the Ruby Phoenix- on the other hand, will likely be awesome!) Bards and Druids are generally considered reasonable precisely because they can do other things than spend slots to cast spells. And the Cleric is awesome thanks to one single spell: Heal :) Good luck with your game! [/QUOTE]
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