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*Dungeons & Dragons
A Pathfinder Group Tries Old-School Essentials
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<blockquote data-quote="kenada" data-source="post: 8245211" data-attributes="member: 70468"><p>I don’t think letting them TPK repeatedly will do anything other than create a desire to play something else.</p><p></p><p>Let’s consider the context. We played Pathfinder since 2010. Prior to that, our main game was 3e, so we’ve been playing something in that family for about twenty years. Most of the group has AD&D experience, but I don’t think any of them have done B/X (or any of the other basic set revisions). What they remember from AD&D is how lethal it was. In contrast, 3e adventures (as typified by Paizo) are designed with the assumption the PCs should win. It may not be an easy fight, but there’s no procedure for fleeing (in the edition that tries to have rules for everything as a form of player empowerment).</p><p></p><p>In a discussion over the weekend, one of the players mentioned feeling like the ghouls weren’t something they should have to flee. We don’t have this problem in other RPGs, which is why I say we have assumptions to unlearn. I think people are falling into familiar habits when we play D&D even when those habits class with the game we’re actually playing (which is probably why the tactical combat in PF2 didn’t work for us either). Habits take time to change, and we’re doing that while learning a new game. I plan to bring up our prior TPKs at the start of next session because I think it’s illustrative of how OSE helps keep PCs alive (though not abandoning a good plan also helps).</p></blockquote><p></p>
[QUOTE="kenada, post: 8245211, member: 70468"] I don’t think letting them TPK repeatedly will do anything other than create a desire to play something else. Let’s consider the context. We played Pathfinder since 2010. Prior to that, our main game was 3e, so we’ve been playing something in that family for about twenty years. Most of the group has AD&D experience, but I don’t think any of them have done B/X (or any of the other basic set revisions). What they remember from AD&D is how lethal it was. In contrast, 3e adventures (as typified by Paizo) are designed with the assumption the PCs should win. It may not be an easy fight, but there’s no procedure for fleeing (in the edition that tries to have rules for everything as a form of player empowerment). In a discussion over the weekend, one of the players mentioned feeling like the ghouls weren’t something they should have to flee. We don’t have this problem in other RPGs, which is why I say we have assumptions to unlearn. I think people are falling into familiar habits when we play D&D even when those habits class with the game we’re actually playing (which is probably why the tactical combat in PF2 didn’t work for us either). Habits take time to change, and we’re doing that while learning a new game. I plan to bring up our prior TPKs at the start of next session because I think it’s illustrative of how OSE helps keep PCs alive (though not abandoning a good plan also helps). [/QUOTE]
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A Pathfinder Group Tries Old-School Essentials
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