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A question about Paizo/PF adventure design
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<blockquote data-quote="CapnZapp" data-source="post: 8134672" data-attributes="member: 12731"><p>Official Adventure Paths routinely place multi-Extreme numbers of monsters in close proximity, like all the time. (Of course, sometimes, they're strung out. But maybe half of the levels in each AP - i.e. about ten - consist of a single dungeon map with all that level's monsters on it. And that dungeon map can be as small as 40x40 squares, placing all its dozen encounters all within as little as a few hundred feet of each other)</p><p></p><p>The easiest way to run a PF2 dungeon is to have your players go room by room in a dungeon, fighting each room's inhabitants by themselves (and take a 30-60 minute break every now and then). And just have the monsters stand where they are placed.</p><p></p><p>If you think that's unrealistic, you're pretty much on your own (there's rarely instructions that acknowledge monster repositioning - <strong>not in the adventures, not in the core rulebook, and not in the gamesmastery guide</strong>), and if you aren't mindful of the encounter XPs we just discussed, that's when you start seeing TPKs.</p><p></p><p>Few rpgs are as constrictive when it comes to a GMs creative freedom to combine encounters.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8134672, member: 12731"] Official Adventure Paths routinely place multi-Extreme numbers of monsters in close proximity, like all the time. (Of course, sometimes, they're strung out. But maybe half of the levels in each AP - i.e. about ten - consist of a single dungeon map with all that level's monsters on it. And that dungeon map can be as small as 40x40 squares, placing all its dozen encounters all within as little as a few hundred feet of each other) The easiest way to run a PF2 dungeon is to have your players go room by room in a dungeon, fighting each room's inhabitants by themselves (and take a 30-60 minute break every now and then). And just have the monsters stand where they are placed. If you think that's unrealistic, you're pretty much on your own (there's rarely instructions that acknowledge monster repositioning - [B]not in the adventures, not in the core rulebook, and not in the gamesmastery guide[/B]), and if you aren't mindful of the encounter XPs we just discussed, that's when you start seeing TPKs. Few rpgs are as constrictive when it comes to a GMs creative freedom to combine encounters. [/QUOTE]
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