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A question about Paizo/PF adventure design
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<blockquote data-quote="CapnZapp" data-source="post: 8134663" data-attributes="member: 12731"><p>Ok. </p><p></p><p>You can totally take an Encounter and split it up over several rooms, or make it a running battle.</p><p></p><p>What you can't do (intuitively*) is the reverse: go "oh there heroes are soon here, let's have the monsters act smart and pool up".</p><p></p><p>Why? Because even two moderate encounters become an Extreme one bunched up. More generally: taking one hard encounter and splitting it up into easier encounters is safer than taking many easier encounters and combining them into one hard encounter. The outcome where the many encounters end up being too easy is seldom a problem (and seldom even a thing in PF2 <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> ) The outcome where the one encounter ends up being too hard is much more of a real problem.</p><p></p><p>*) Of course, you <em>can</em> do it, as in, it isn't impossible. But you need to have encounter budgets in mind - you can't just make the choices that make sense narratively. That's what I mean by "intuitively" above.</p><p></p><p>If four guards isn't insurmountable, eight of them usually isn't much more of a threat in role-playing games. This is the intuition that leads you astray in PF2.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8134663, member: 12731"] Ok. You can totally take an Encounter and split it up over several rooms, or make it a running battle. What you can't do (intuitively*) is the reverse: go "oh there heroes are soon here, let's have the monsters act smart and pool up". Why? Because even two moderate encounters become an Extreme one bunched up. More generally: taking one hard encounter and splitting it up into easier encounters is safer than taking many easier encounters and combining them into one hard encounter. The outcome where the many encounters end up being too easy is seldom a problem (and seldom even a thing in PF2 :) ) The outcome where the one encounter ends up being too hard is much more of a real problem. *) Of course, you [I]can[/I] do it, as in, it isn't impossible. But you need to have encounter budgets in mind - you can't just make the choices that make sense narratively. That's what I mean by "intuitively" above. If four guards isn't insurmountable, eight of them usually isn't much more of a threat in role-playing games. This is the intuition that leads you astray in PF2. [/QUOTE]
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