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<blockquote data-quote="kenada" data-source="post: 8212536" data-attributes="member: 70468"><p>I’ve been thinking about the purported difficulty of PF2. Monsters in OSE are <em>dangerous</em>, but it and other OSR games don’t really have the same reputation that PF2 does for being lethal. People acknowledge the lethality, but the expectations are different. I wonder how much that is at play here.</p><p></p><p>Is there an expectation in PF2 that of course you should be able to beat the encounters because why else have them? It seems like Paizo is trying to hint at another style of play, but PF2 lack systemic support for it. If you can do the things that [USER=7026314]@!DWolf[/USER] discusses, then the fact that an encounter has become an extreme-threat matters less because the PCs can deescalate and disengage.</p><p></p><p>This is an area where I feel like PF2 is sending off really mixed messages. On the one hand, exploration mode calls back to an old-school style of play, and adventurers seem to support that. On the other, there is an expectations mismatch, and the system doesn’t quite do enough to support that style of play (e.g., it lacks morale and engagement mechanics).</p><p></p><p>With all that said and given the warnings you sometimes see to new GMs that they really should use all the rules and procedures in OSE, I’m not sure how inclined people are overall to that style of play in a D&D-like game. Was it always that way, or did play evolve to eschew it, and now use them becomes an intentioned choice?</p><p></p><p>Anyway, I guess that’s a long-winded way of saying: know your group. If your players are going to expect to fight everything regardless of how reasonable that seems or how much you hint otherwise, then it might be necessary to avoid certain things that would fail given their expectations. Otherwise, I think you <em>can</em> run a dynamic dungeon quite well. It’s going to be dangerous, but that also strikes me as part of the point.</p><p></p><p>(I don’t know how well-Jacquayed the map is. If it’s linear, as Paizo’s sometimes are, then that’s not going to work. However, since this is supposed to be a large-scale dungeon, I’d hope it wasn’t just a linear slog. Unfortunately, the last “megadungeon” campaign I ran from Paizo was Shattered Star, and its dungeons were mostly linear affairs, so I’m not <em>that</em> hopeful.)</p></blockquote><p></p>
[QUOTE="kenada, post: 8212536, member: 70468"] I’ve been thinking about the purported difficulty of PF2. Monsters in OSE are [I]dangerous[/I], but it and other OSR games don’t really have the same reputation that PF2 does for being lethal. People acknowledge the lethality, but the expectations are different. I wonder how much that is at play here. Is there an expectation in PF2 that of course you should be able to beat the encounters because why else have them? It seems like Paizo is trying to hint at another style of play, but PF2 lack systemic support for it. If you can do the things that [USER=7026314]@!DWolf[/USER] discusses, then the fact that an encounter has become an extreme-threat matters less because the PCs can deescalate and disengage. This is an area where I feel like PF2 is sending off really mixed messages. On the one hand, exploration mode calls back to an old-school style of play, and adventurers seem to support that. On the other, there is an expectations mismatch, and the system doesn’t quite do enough to support that style of play (e.g., it lacks morale and engagement mechanics). With all that said and given the warnings you sometimes see to new GMs that they really should use all the rules and procedures in OSE, I’m not sure how inclined people are overall to that style of play in a D&D-like game. Was it always that way, or did play evolve to eschew it, and now use them becomes an intentioned choice? Anyway, I guess that’s a long-winded way of saying: know your group. If your players are going to expect to fight everything regardless of how reasonable that seems or how much you hint otherwise, then it might be necessary to avoid certain things that would fail given their expectations. Otherwise, I think you [I]can[/I] run a dynamic dungeon quite well. It’s going to be dangerous, but that also strikes me as part of the point. (I don’t know how well-Jacquayed the map is. If it’s linear, as Paizo’s sometimes are, then that’s not going to work. However, since this is supposed to be a large-scale dungeon, I’d hope it wasn’t just a linear slog. Unfortunately, the last “megadungeon” campaign I ran from Paizo was Shattered Star, and its dungeons were mostly linear affairs, so I’m not [I]that[/I] hopeful.) [/QUOTE]
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