Before Cody of Taking20 made a video about why he was leaving PF2, he made a video comparing the PF2 and the 5e rulesets. After reviewing (I think) 10 criteria, he gave the edge to PF2.I'm not. Put simply, the Pathfinder 2 game expects you to go into each combat at full health. Combat is calibrated with this in mind. Medicine and focus healing is provided to give heroes the ability to heal up fully between encounters. Combats are difficult enough when you start with all your hit points, and there's normally no reason to not do this.
I don’t think CapnZapp runs a style of game where that’s important, so it’s probably a non-goal. However, in my experience, it’s also really hard to create effective time pressure in PF2, so it’s probably not even a big deal even then. I used to be a big advocate for that approach, but it eventually stopped working in my campaign. The PCs got a few levels, and they added a dedicated healer.But doesn't that make the game worse if you do want to care about your plan for healing and how many minutes it takes?
What techniques are you using to create time pressure, or is it just the specific scenario where there’s a chance someone can interrupt the PCs every ten minutes?In my own experience running PF2e, it matters when it matters, most of the time if the players have a procedure established I won't demand to play out how long it takes, so long as we know its possible it happens. If its time sensitive, we track it, just like the difference between encounter mode and exploration mode. Usually that would be if I have enemies who may or may not come into the room at 10 minute intervals.
I believe the Medicine rules were created in a PF1 mindset, where it is not inconceivable to keep pressing on (or at least being attacked) at low health.But doesn't that make the game worse if you do want to care about your plan for healing and how many minutes it takes?
yeah in PF you either end up with a game where everything is always critical and must be done immediately, (turning everything into a crisis which means crises are normal and not really crises to the party), or there's no time pressure. There really seems to be no in between.I don’t think CapnZapp runs a style of game where that’s important, so it’s probably a non-goal. However, in my experience, it’s also really hard to create effective time pressure in PF2, so it’s probably not even a big deal even then. I used to be a big advocate for that approach, but it eventually stopped working in my campaign. The PCs got a few levels, and they added a dedicated healer.
If you want to care about that stuff, and you want to facilitate attrition-based play, my suggestion would be to steal system strain from SWN/WWN. It should slot nicely over the default healing system in PF2. System strain limits how much healing you can take. That will make exploration much more dangerous and time much more precious. To avoid TPKs, you’ll want to have a retreat procedure (like the chase subsystem).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.