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*Pathfinder & Starfinder
A question about Paizo/PF adventure design
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<blockquote data-quote="UngeheuerLich" data-source="post: 8135121" data-attributes="member: 59057"><p>Why shouldn't you? </p><p></p><p>In many older and newer adventures, guard posts often may ring alarm and then it becomes one big encounter. </p><p>This is how a normal defensive position works.</p><p></p><p>Going room by room should actually be the outlier. So the normal design should expect to have reenforcements attracted by sound, so after a very brief first encounter, the next one starts. </p><p></p><p>For 5e at least, that makes the guidelines of 2 to 3 encounters befire short rest actually very natural. </p><p>It also allows for using the actual guidelines, because in the possible third fight, you will have those characters, not relying on limited powers actually really shine. The champion might get his crits when the battle master is out of SD. The rogue can do everything he could in the first fight. The warlock can still blast away with agonizing blast. The wizard can now use his conserved 3rd level slot he didn't want to waste just in case. </p><p></p><p>Allowing everyone to heal up after every single encounter might make 5e (and probably Pathfinder2) way less or more deadly than designed. </p><p></p><p>Why more deadly? Because the usual answer to "to easy" battles is making every single fight way too hard, which in return just teaches the players to rest all the time.</p></blockquote><p></p>
[QUOTE="UngeheuerLich, post: 8135121, member: 59057"] Why shouldn't you? In many older and newer adventures, guard posts often may ring alarm and then it becomes one big encounter. This is how a normal defensive position works. Going room by room should actually be the outlier. So the normal design should expect to have reenforcements attracted by sound, so after a very brief first encounter, the next one starts. For 5e at least, that makes the guidelines of 2 to 3 encounters befire short rest actually very natural. It also allows for using the actual guidelines, because in the possible third fight, you will have those characters, not relying on limited powers actually really shine. The champion might get his crits when the battle master is out of SD. The rogue can do everything he could in the first fight. The warlock can still blast away with agonizing blast. The wizard can now use his conserved 3rd level slot he didn't want to waste just in case. Allowing everyone to heal up after every single encounter might make 5e (and probably Pathfinder2) way less or more deadly than designed. Why more deadly? Because the usual answer to "to easy" battles is making every single fight way too hard, which in return just teaches the players to rest all the time. [/QUOTE]
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