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A question about Paizo/PF adventure design
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<blockquote data-quote="kenada" data-source="post: 8133806" data-attributes="member: 70468"><p>Well, yes. I basically said as much with the rest of that paragraph you omitted. Unless you’re running the game with a non-default style (and here I assume official adventures and/or a balance-focused approach as default), it’s not going to work. However, thanks for explaining in depth why it won’t work.</p><p></p><p>I wonder if Stamina should have been the default since that’s an (semi-)official way to get half your hit points back after an encounter. There are a handful of subsystems in the GMG that are just out there enough I wonder if these are directions that were considered but discarded for being too different. Anyway, that’s not really germane to this discussion.</p><p></p><p>I will say that when I talk about wandering monsters, I mean wandering monsters <a href="https://thealexandrian.net/wordpress/7897/roleplaying-games/breathing-life-into-the-wandering-monster" target="_blank">done right</a>. If you’re just attacking the party after a die roll, then that’s going to make wandering monsters feel punitive when the party rests and just not very interesting.</p><p></p><p>Of course, encounter balance in this case is predicated on encounters being rolled together. It’s a different paradigm. That’s what I refer to as a non-default style and I say that for other styles attrition is just not a thing. Even in the case I describe, it only kind of works. It’s still not the same as the traditional model, and I expect it will eventually stop working completely at higher levels.</p><p></p><p>You made a point earlier about discussing the game with it’s default assumptions. I think it’s critically important to understand it at that level, but that is so one can make an i formed decision when tweaking or adjusting it. In this case, the OP was asking about a non-default style of play. The gist of it is that PF2 can <em>kind of</em> do it, but it’s not the same, and it might not work across a campaign. It’s definitely not something you do in official adventures.</p><p></p><p>I tried to make it work in my game, though attrition wasn’t a driving reason for my approach. I want exploration to be a meaningful part of the game and not something we just segue through to the fights. I think my players are fine with it, but I’m growing tired of it as a GM. That’s why I’ve discussed trying running OSE for my group in the other thread.</p><p></p><p>I still think PF2 is a surprisingly good fit for an old-school style of game. However, I’m starting to believe that it is not a great fit for an ongoing campaign. I feel like you will eventually hit a point where you just get tired of swimming against the tide. If they could do something with similar mechanical complexity to 5e or OSR games with the level of customization and monster design, then PF2 would have been an amazing game. Instead, we got something that has its moments but I’d otherwise describe as just okay.</p></blockquote><p></p>
[QUOTE="kenada, post: 8133806, member: 70468"] Well, yes. I basically said as much with the rest of that paragraph you omitted. Unless you’re running the game with a non-default style (and here I assume official adventures and/or a balance-focused approach as default), it’s not going to work. However, thanks for explaining in depth why it won’t work. I wonder if Stamina should have been the default since that’s an (semi-)official way to get half your hit points back after an encounter. There are a handful of subsystems in the GMG that are just out there enough I wonder if these are directions that were considered but discarded for being too different. Anyway, that’s not really germane to this discussion. I will say that when I talk about wandering monsters, I mean wandering monsters [URL='https://thealexandrian.net/wordpress/7897/roleplaying-games/breathing-life-into-the-wandering-monster']done right[/URL]. If you’re just attacking the party after a die roll, then that’s going to make wandering monsters feel punitive when the party rests and just not very interesting. Of course, encounter balance in this case is predicated on encounters being rolled together. It’s a different paradigm. That’s what I refer to as a non-default style and I say that for other styles attrition is just not a thing. Even in the case I describe, it only kind of works. It’s still not the same as the traditional model, and I expect it will eventually stop working completely at higher levels. You made a point earlier about discussing the game with it’s default assumptions. I think it’s critically important to understand it at that level, but that is so one can make an i formed decision when tweaking or adjusting it. In this case, the OP was asking about a non-default style of play. The gist of it is that PF2 can [I]kind of[/I] do it, but it’s not the same, and it might not work across a campaign. It’s definitely not something you do in official adventures. I tried to make it work in my game, though attrition wasn’t a driving reason for my approach. I want exploration to be a meaningful part of the game and not something we just segue through to the fights. I think my players are fine with it, but I’m growing tired of it as a GM. That’s why I’ve discussed trying running OSE for my group in the other thread. I still think PF2 is a surprisingly good fit for an old-school style of game. However, I’m starting to believe that it is not a great fit for an ongoing campaign. I feel like you will eventually hit a point where you just get tired of swimming against the tide. If they could do something with similar mechanical complexity to 5e or OSR games with the level of customization and monster design, then PF2 would have been an amazing game. Instead, we got something that has its moments but I’d otherwise describe as just okay. [/QUOTE]
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