BingoIt looks like Continual recovery is only a 2nd level feat so I presume it is pretty common to have. I mean, it is an interesting choice: it appears hit points are a tactical resource rather than a strategic resource in PF2E, and spells per day, rage, etc are more strategic resources. Does that mean classes like fighters and rogues don't have to deal with strategic resource management at all?
Actually I'd say the only thing that's worth mentioning is the rulebook's complete lack of awareness this might be an issue.What does that mean from a practical gameplay standpoint as it relates to "traditional" d20 D&D playstyle?
Yes and no.FOr example, 5E makes strategic healing pretty easy but you still have to worry about the total expenditure of resources over the course of the "day" between long rests. Combined with the short rest mechanic and lots of at will cantrips etc, 5E extends the 15 minute adventuring day to a solid 45 minutes or so.Does PF2E have a 15 minute adventuring day equivalent?
I guess he should have started by saying "no", before going on with his explanation.Those aren't strategic -- i.e. long term -- resources. They are immediate tactical choices.
PF2 is unapologetically classical in the sense that a combat healer is very very valuable.I think I and my group are going to have learn different methods/styles of play if that is the case. We almost never have any of those classes. The only one I have seen in the last 12 years is a druid. I am interested (as long as I can play a rogue), but not sure I can get my group in (of course I would be DMing then).
I should say that's how we started out too.My experience differs.
Players have been, after an encounter, have been using a basic procedure of using focus pool-based healing options, then refocusing while Treat Wounds is done, and then debating if the time cost of another round of Treat Wounds is worth the risk - and usually deciding either to spend resource-based healing instead of additional time, or retreating to safety for actual rest, because those two options provide them better chance of not being confronted by an encounter while not prepared and ending up dead as a result.
Maybe a topic of its own thread?What aspects of PF2E rules have an impact on "traditional" dungeon exploration? Is it fun and viable to run a dungeon similar in size and complexity to the Sunless Citadel in PF2E?
No. This is a thread I started to talk about running PF2E from the perspective of a 3.x, PF1 and 5E GM and I asked the question. It was a couple of you that turned it into an argument about healing.Maybe a topic of its own thread?![]()
I love this idea as a designer, but I've always disliked in actual play.Monster designs are more classical compared to other versions of D&D. Many feel like puzzles or traps.