Pathfinder 2E Another Deadly Session, and It's Getting Old

Retreater

Legend
So my group had another deadly session with a character dropping dead before Initiative was rolled after falling victim to a magical hazard. This set off a domino effect of a second character death and the remaining half of the party fleeing the combat after about 45 minutes of play. When you get together biweekly to play 2-3 hours, this isn't the kind of session you and your players look forward to having. To make matters worse, this is the third "Total Party Wipe" in six sessions (even though a couple characters survived, the mission-leader died, the party's guide died, and the remaining players will all have to re-think their character choices and possibly make new characters in light of the disastrous event). This is a big time sink in Pathfinder 2e, especially when considering we're playing online and characters all need to be updated with macros, a barely functional online character sheet, etc.

My players are divided. Most love the system, even if the AP is way too deadly for their liking. (And remember this isn't an OSR system when character death should be common and characters can be re-rolled in 5 minutes - character creation requires a major time investment.) They are of the recommended level, have the suggested amounts of treasure, access to Hero Points, and even an "extra" PC for whom I don't account in the encounter budget. They are getting tired of making new characters and just want to finish the adventure. Encounters feel like exercises in futility, when even minor, "level-appropriate" scuffles regularly turn into life-or-death affairs.

The TPK de jour involved a magical hazard that was very difficult to detect and that cast a spell with such a high spell DC that the triggering character had a 25% chance of critical failure - which was death. The magical hazard persisted each round - targeting other characters with death effects - while monsters (immune to the hazard) entered the fray, swarming and dealing sneak attack damage and others at range blasting with spells. This is listed in the module as "just a regular fight," on the way to the climactic showdown several rooms deeper in the dungeon.

Even with higher level characters, it would be unlikely the party could detect the hazard, disengage it, or have a reasonable chance to save against the death effect. And it's just not this fight, as evidenced by the three TPKs in six sessions. We discussed this at length after the session to try to determine what went wrong. The players, who are pretty good at game math and statistical probability decided it was extremely improbable they could've succeeded.

What does a GM do in these situations? Hand out multiple Hero Points at the start of a session? Increase the characters' level to several above the module's recommendation? Allow do-overs of battles that go badly when we already have limited play time? I don't have the system mastery to tweak numbers on the fly to make these encounters survivable. Everyone seems to want to continue with PF2 and the Adventure Path we've started. How do I make it less intense while still presenting a challenge?
 

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kenada

Legend
Supporter
I use a hero point house rule that lets players spend a hero point to increase another player’s degree of success. This is not a fortune effect, so multiple hero points spent that way stack. I do this to help encourage off-turn engagement, but it also gives the group a way of bailing out someone who got unlucky on a check or saving throw. I try to be a bit more liberal with hero points than the book suggests, but I’m not great at that.

Anyway, that doesn’t really address your specific situation. Just reading your situation, it sounds like there is something off about the module. Which one is it? While moderate encounters can be scary (and those seem to be the bulk of encounters), having hazards that the party has little chance of succeeding against sounds patently unfair.
 


ccs

41st lv DM
Why would the players of the surviving characters have to make new PCs because of one dead & a dead NPC?

What AP are you playing?
 

Retreater

Legend
Why would the players of the surviving characters have to make new PCs because of one dead & a dead NPC?

What AP are you playing?
There were two dead PCs. With the function of the mission-bearer (who was the primary reason they were going into the dangerous environment) and the guide (who used spells and checks to navigate the terrain to the adventure site).

Age of Ashes
 


!DWolf

Adventurer
Yes, and pretty sure I ran it correctly. In actuality there were two failed saves required for insta-death, but the character did fail both in a single round.

I think you ran it correctly (or at least RAW) too. Overall, I am finding this module poorly designed (in contrast to the first one which I liked much better). The hexcrawl shouldn’t really have been a hexcrawl, it just feels shoehorned in, and like the hazard you mentioned it seems poorly calibrated. I also think that the module writer made certain assumptions about playstyle that aren’t necessarily (or even likely too be) true of someone just picking up and running it.

That being said, a couple of questions:
1) have you checked that the character creation math is correct? (The mandatory “have you checked if the device is plugged in” question, but missing a bunch of ability boosts because you overlooked them massively changes the dynamics of combat)
2) How much does your group try to “win” (by gaining information, prebuffing, altering the battlefield, etc.) combats during exploration mode? In the other thread you implied the answer is “not at all” but I wanted to make sure before I offered advice.

Edit: spelling
 
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Retreater

Legend
1) have you checked that the character creation math is correct? (The mandatory “have you checked if the device is plugged in” question, but missing a bunch of ability boosts because you overlooked them massively changes the dynamics of combat)
Yeah, I think so. We used Pathbuilder to construct the characters, then sort of double check that everything is entered correctly in the Character Sheet on Roll20 on a case-by-case basis. (So if someone gets a roll that seems very low, we'll double check the math and re-roll if necessary after tweaking.) The player who lost his character to the hazard is especially up on the rules and character creation, very detail-oriented. He even calls out what he thinks might be slightly off about other characters.

2) How much does your group try to “win” (by gaining information, prebuffing, altering the battlefield, etc.) combats during exploration mode? In the other thread you implied the answer is “not at all” but I wanted to make sure before I offered advice.
Never. It just doesn't come up. As presented in the module, there is no way to learn anything about the showdown dungeon to gain a tactical advantage. You're in the middle of a jungle with no helpful NPCs who have ever seen the area - your allies are even magically blocked from getting close to it. They don't know how to pre-buff until a trap is sprung and combat started - and by then there is no time to waste on buffs. The cleric spends every available action and spell slot to heal the party. The party is 100% reactionary to the challenges of the adventure.
Concerning altering the battlefield, they do attempt tactical positioning, with two tanky characters in the front, wizard in the back, cleric in the middle to reach everyone with burst heals, and a monk who can easily move to where needed. They try to create chokepoints to limit the ability of enemies to reach the softer middle and back ranks.
In the case of the hazard, the party's tankiest fighter dropped before initiative was rolled. The other tank was up there getting blasted by the insta-death trap (which was still doing high damage on successful saves). The monk moves around to the side and gets flanked by DPS/rogue-types. Eventually second fighter drops to a critical failed save on a vampiric touch from the priest, monk flees with 1 hp remaining.
 

TheSword

Legend
Wow. What happened to Paizo APs? in the ‘olden days’ they were the watchword for easily beatable adventures. I used to have to pile multiple encounters together in order to prevent a challenge.

None of these 2e horror stories make me want to make the switch back to PF.
 

CapnZapp

Legend
Can someone please tell me the name and page number of the supplement where this trap is described, so we can find out the context of the events?
 

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