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A question about Paizo/PF adventure design
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<blockquote data-quote="Lackofname" data-source="post: 8129745" data-attributes="member: 87598"><p>This was what I was expecting, either "dungeon padding", or the intention is to go war of attrition on PCs to nickel-and-dime their resources. Which in my experience players just do not want to push ahead when they are low on resources.</p><p></p><p>I also suspect maybe it had something to do with 1e being where you could fight 50 skeletons at a brisk pace, but a lucky crit will kill you, or something like that. (If I understand that's how 1e was.)</p><p></p><p></p><p>Encounters combining is certainly a fair point. Although that then gets dicey with balance in the opposite direction.</p><p></p><p></p><p>This was how I felt about those shallow fights. If the monster is just there for dungeon color/provide information/whatever, it's handwaved as "you see the raccoon and you splatter it, but it's easy to notice shimmering light coming from the hole the raccoon emeged from..." </p><p></p><p>I can also kind of understand wanting to let PCs strut a little, but IMO that ought to be a rare circumstance. I like to try that an encounter should be <em>interesting</em>. If it's not overtly lethal, then there's something else that's fun about it like a terrain element, something to make it exciting. No Orc and Pie circumstances, for ye olde ENworlders.</p><p></p><p>But, aside from the speedbump element, for me it's a matter of <em>pacing</em>. I want to keep things moving along briskly until there's a good reason to take up time.</p></blockquote><p></p>
[QUOTE="Lackofname, post: 8129745, member: 87598"] This was what I was expecting, either "dungeon padding", or the intention is to go war of attrition on PCs to nickel-and-dime their resources. Which in my experience players just do not want to push ahead when they are low on resources. I also suspect maybe it had something to do with 1e being where you could fight 50 skeletons at a brisk pace, but a lucky crit will kill you, or something like that. (If I understand that's how 1e was.) Encounters combining is certainly a fair point. Although that then gets dicey with balance in the opposite direction. This was how I felt about those shallow fights. If the monster is just there for dungeon color/provide information/whatever, it's handwaved as "you see the raccoon and you splatter it, but it's easy to notice shimmering light coming from the hole the raccoon emeged from..." I can also kind of understand wanting to let PCs strut a little, but IMO that ought to be a rare circumstance. I like to try that an encounter should be [i]interesting[/i]. If it's not overtly lethal, then there's something else that's fun about it like a terrain element, something to make it exciting. No Orc and Pie circumstances, for ye olde ENworlders. But, aside from the speedbump element, for me it's a matter of [i]pacing[/i]. I want to keep things moving along briskly until there's a good reason to take up time. [/QUOTE]
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