CapnZapp
Legend
Great! [emoji106]I know how combined encounters turn out in PF2, so I won't be making use of that specific advice in the module.
Great! [emoji106]I know how combined encounters turn out in PF2, so I won't be making use of that specific advice in the module.
I’ve been thinking about the purported difficulty of PF2. Monsters in OSE are dangerous, 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.I know how combined encounters turn out in PF2, so I won't be making use of that specific advice in the module.
It seems pretty well-Jacquayed, at least in the regard that there are numerous entrances to each level, other ways around.(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 that hopeful.)
Yeah. I've been playing in an OSE conversion of "Caverns of Thracia" and GMing an original adventure in Swords & Wizardry (another OSR game influenced by OD&D). "Caverns of Thracia" has had a handful of PC deaths, and my S&W game has had zero deaths in over a dozen sessions. Compared to my experience with Age of Ashes, these two adventures have been cakewalks.I’ve been thinking about the purported difficulty of PF2. Monsters in OSE are dangerous, 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.
Professor Dungeon Master did a video recently that came to a similar conclusion for 5e. Newer games are “better balanced”, but characters end up being more vulnerable. The thing that keeps them from dying outright is the death mechanics. It’s one of the reasons why I won’t institute such a rule in my OSE game. I don’t want the safety net because the lack of one is makes players cautious, which results in prudent play.Yeah. I've been playing in an OSE conversion of "Caverns of Thracia" and GMing an original adventure in Swords & Wizardry (another OSR game influenced by OD&D). "Caverns of Thracia" has had a handful of PC deaths, and my S&W game has had zero deaths in over a dozen sessions. Compared to my experience with Age of Ashes, these two adventures have been cakewalks.
I'd like to say that it's clever tactical play that has allowed us to be successful in these OSR adventures, but here's my interpretation. Characters are deceptively weak in PF2, and OSR characters are more badass than PF2 characters.
1) Well-armored characters in OSR games don't get hit often. A character with an AC 18-19 character (using ascending AC), and a monster has like a +1-3 bonus at low levels, you're not getting hit that often. And when you do, it's on average 3-4 points of damage. The most stoutly defensive characters in PF2 have a better than 15% chance of being hit with every attack (likely multiple attacks a round, likely with criticals).
2) Sleep and other spells in OSR games mean something. In PF2 casters can maybe negate a threat for a round. In OSR games, low level spells can legit end an encounter.
It's mostly number inflation and lengthy description of feats and special abilities that give the appearance of greater power level. In truth, compared within their own systems, I would say the OSR characters are better.
Very much this.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 @!DWolf 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. ul.)
Yes. To really drive home this point monsters can easily have a 15% chance of NOT hitting you.The most stoutly defensive characters in PF2 have a better than 15% chance of being hit with every attack (likely multiple attacks a round, likely with criticals).
PF2 is written by someone coming fresh from the harrowing experience of playing a high-level Fighter in PF1 in a party full of spellcasters.2) Sleep and other spells in OSR games mean something. In PF2 casters can maybe negate a threat for a round. In OSR games, low level spells can legit end an encounter.
Pathfinder 2 goes significantly further than 5E in this regard.PF2 goes one step further than 5e in baking swinginess into the overall design of combat. Critical hits hurt, and they’re necessary to make higher level creatures dangerous enough to keep them in line with the system’s encounter-building guidelines. Unfortunately, you lose the predictability you see in OSE that lets players decide whether to keep pushing or pull back and retreat.
I’ve been wondering what things would look like in PF2 if you stripped hit points way down and tried to reduce the swinginess while preserving the overall balance. My intuition tells me is it would feel better to (some) players because they couldn’t or would be less likely to drop from high hit points to down in one hit.
I’m reminded of a conversation I had here a few months back regarding OSE. Someone was trying warn about some of the problems OSE had that later games solved, and I’m like: no, that’s a feature. In PF2’s case, I don’t agree PF2 is as constraining regarding rulings and such that you perceive it as; but I’ll concede a lot of that comes down to perception and how one uses the system.And yes, I see the occasional message from Paizo people that suggests they intended PF2 to be a much more free and flexible ruleset than what PF1 turned out as. Which clashes violently with how i see PF2 as the single most restricted and regulated ruleset I've ever seen, even more locked down than 4E.
Paizo designed PF2 to support the adventures they wanted to write. I haven’t seen anything that strikes me as markedly different from PF1, so I expect they’d have written more or less the same ones even if PF2 were just a *book for 5e.Finally, while the rules themselves doesn't proscribe a certain play style, they do lend themselves to one pkay style in particular. When all the Adventure Paths we've seen so far very strongly doubles down on this lethal rigid railroad campaign style it doesn't really help if Paizo people claim you can do it in other ways. Show us, don't tell us, Paizo!
The thing that drives predictability in old-school D&D is the absence of critical hits, which didn’t become a core feature of the game until 3e. Since you died at 0 hit points, you needed to be careful, but you could assess how safe it was to remain in combat. Critical hits mess that up, and easier dying rules remove the incentive to retreat.Pathfinder 2 goes significantly further than 5E in this regard.
(But yes, as I remember 5E really the only character that felt reasonable able to actually tank was the Barbarian. Meaning twice the hp of the character with the most hp is the needed level of hp to make you able to tank with any degree of predictableness)
Since PF2 aims (and even succeeds!) in making every combat exciting - there's little of the "bag of hp" feeling people accuse 5E of - there really is no time for that OSE predictability.
Of course what no game since arguably 3E has remembered is that losing 9 out of 72 hp can still feel exciting if you know there are no good ways to get it back (without expending your only potion, or asking the Cleric to weaken her ability to provide emergency healing, or to admit temporary defeat and walk back to the inn, ...)
It all goes back to one thing: today's players have no patience. Free healing is popular since it allows you to be awesome always. The price you pay is losing control, at least if you still want the game to be exciting or challenging.
(Yes, this is a "get off my lawn" argument, but that doesn't mean it isn't true)
My issue as a first time PF2 GM was that I had difficulty predicting some of the challenging encounters. Part of this was due to just how swingy crits can be. It seemed that sometimes a crit could deal 10 damage and sometimes 45, depending on the dice results. And they happened often, like 5+ times per battle.Well, there is one more indicator: foreshadowing.