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A question about Paizo/PF adventure design
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<blockquote data-quote="kenada" data-source="post: 8131209" data-attributes="member: 70468"><p>The <a href="https://www.enworld.org/threads/a-question-about-paizo-pf-adventure-design.676538/post-8129679" target="_blank">OP</a> questioned why APs had easy encounters. He subsequently <a href="https://www.enworld.org/threads/a-question-about-paizo-pf-adventure-design.676538/post-8129745" target="_blank">expressed</a> a preference for those being rare. My inference is that the OP wants challenging encounters (that “pose a threat”). Per <a href="https://www.enworld.org/threads/a-question-about-paizo-pf-adventure-design.676538/post-8129956" target="_blank">your post</a>, monsters are lethal. In one of these threads, someone posted a breakdown of encounters in the first module of Age of Ashes. Unfortunately, I can’t find it right, but it had something like more than half of the encounters at moderate-threat or higher.</p><p></p><p>Based on my understanding of what the OP wants and the overall challenge of monsters and the way APs are structured, PF2 seems to give the OP just what he wants (encounters that “pose a threat”). Most of the examples in this thread seem to be from PF1, so I’m ignoring them for the sake of discussing how PF2 align with the OP’s expressed preference.</p><p></p><p>If that wasn’t your point, then I apologize for misreading you. I figured when you said that “nearly EVERY combat is of the harrowing” it should follow that it does what the OP wants (i.e., pose a threat, offer something overtly lethal).</p><p></p><p>There was a subsequent discussion of whether that causes problems for the AP format, but I think that’s nothing really new. It’s certainly a point that’s been made here before (that the system seems ill-suited for running AP-style games [unmodified, anyway]).</p></blockquote><p></p>
[QUOTE="kenada, post: 8131209, member: 70468"] The [URL='https://www.enworld.org/threads/a-question-about-paizo-pf-adventure-design.676538/post-8129679']OP[/URL] questioned why APs had easy encounters. He subsequently [URL='https://www.enworld.org/threads/a-question-about-paizo-pf-adventure-design.676538/post-8129745']expressed[/URL] a preference for those being rare. My inference is that the OP wants challenging encounters (that “pose a threat”). Per [URL='https://www.enworld.org/threads/a-question-about-paizo-pf-adventure-design.676538/post-8129956']your post[/URL], monsters are lethal. In one of these threads, someone posted a breakdown of encounters in the first module of Age of Ashes. Unfortunately, I can’t find it right, but it had something like more than half of the encounters at moderate-threat or higher. Based on my understanding of what the OP wants and the overall challenge of monsters and the way APs are structured, PF2 seems to give the OP just what he wants (encounters that “pose a threat”). Most of the examples in this thread seem to be from PF1, so I’m ignoring them for the sake of discussing how PF2 align with the OP’s expressed preference. If that wasn’t your point, then I apologize for misreading you. I figured when you said that “nearly EVERY combat is of the harrowing” it should follow that it does what the OP wants (i.e., pose a threat, offer something overtly lethal). There was a subsequent discussion of whether that causes problems for the AP format, but I think that’s nothing really new. It’s certainly a point that’s been made here before (that the system seems ill-suited for running AP-style games [unmodified, anyway]). [/QUOTE]
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