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A question about Paizo/PF adventure design
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<blockquote data-quote="kenada" data-source="post: 8133677" data-attributes="member: 70468"><p>Out of the box, PF2 encounter balance is such that you can’t really have a lot of variance. If you throw something of party level + 4 at a party, it’s almost certainly going to end in a TPK. Proficiency Without Level helps here some by expanding the range dramatically (especially at the traditional “sweet spot”), but the nature of the system is that higher-level threads are <em>dangerous</em>.</p><p></p><p>You also can’t really do a traditional, attrition-based approach. The game is set up to make it easy to recharge your resources. It’s possible to induce a caster to waste a spell, but healing is not in short supply. Focus pools can be restored between encounters. Martial characters are also <em>very</em> good, so they can handle a lot of the monster-killing duties.</p><p></p><p>You can kind of fake hit point attrition by imposing an opportunity cost to rest, but that doesn’t generalize (i.e., it only really works in dungeons). I did it by incorporating a bunch of old-school techniques like wandering monsters tables. As far as I’m aware, none of the official adventures are designed that way, and I doubt balanced-oriented groups would be willing to take that approach. For them, attrition is just not a thing.</p></blockquote><p></p>
[QUOTE="kenada, post: 8133677, member: 70468"] Out of the box, PF2 encounter balance is such that you can’t really have a lot of variance. If you throw something of party level + 4 at a party, it’s almost certainly going to end in a TPK. Proficiency Without Level helps here some by expanding the range dramatically (especially at the traditional “sweet spot”), but the nature of the system is that higher-level threads are [I]dangerous[/I]. You also can’t really do a traditional, attrition-based approach. The game is set up to make it easy to recharge your resources. It’s possible to induce a caster to waste a spell, but healing is not in short supply. Focus pools can be restored between encounters. Martial characters are also [I]very[/I] good, so they can handle a lot of the monster-killing duties. You can kind of fake hit point attrition by imposing an opportunity cost to rest, but that doesn’t generalize (i.e., it only really works in dungeons). I did it by incorporating a bunch of old-school techniques like wandering monsters tables. As far as I’m aware, none of the official adventures are designed that way, and I doubt balanced-oriented groups would be willing to take that approach. For them, attrition is just not a thing. [/QUOTE]
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