Tony Vargas
Legend
Time? Yes, like 2 years, and the encounter guidelines weren't even ready until /after/ we'd starting running HotDQ.WotC spent a lot of time and resources on developing the asymmetrical system, certainly.
Resources? Maybe not s'much: the future of D&D was uncertain during those two years, and it didn't seem like Hasbro/WotC was giving Mearls a lot of $$$ to make 5e happen.
PF's future seems uncertain, but it sounds like Paizo /is/ putting some resources into it - didn't you (or someone in another thread) say that they had a lot of ex-WotC designers working on it?
Thank you, it's odd that we have to keep going over it, but people keep popping up with statements about this or that edition that imply it's just done something shocking, when, in fact, it's nothing remotely new. ;PYou're really good at stating what we already know, did you know that?![]()
But, it's something we already know!So... there is a difference, then.
Now, apply this discovery and do over your post, and things might get interesting![]()
Since 5e went and made short rests a full hour, and added a couple classes with significant short-rest-recharge resources, it made not just the ratio of Encounters/day dreadfully important for imposing class balance & encounter balance, it also made the ratio of short:long rests, and short-rests:encounters comparably important.
So, Dr. Mearls prescription for a balanced game is not just "take 6-8 encounters and get a good night's sleep," it's 6-8 medium-hard encounters, punctuated by 2-3 short rests, per long rest.
What does that mean for PF2?
Well, since they've shared nothing, not much, except that it shouldn't be super-difficult to make encounter design and pacing significantly simpler than in 5e.
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