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General Tabletop Discussion
*Pathfinder & Starfinder
A question about Paizo/PF adventure design
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<blockquote data-quote="CapnZapp" data-source="post: 8140026" data-attributes="member: 12731"><p>For the umpteenth time, I am not saying it <em>can't</em> be done. I'm saying that budding PF2 gamesmasters should hold off doing it. I'm saying <u>don't smush your encounters together</u>.</p><p></p><p>I am saying that the natural and intuitive approach, which is to move the monsters from room 13 into room 15 where another bunch of monsters already live for reasons <strong>DOES. NOT. WORK. </strong></p><p></p><p>It worked in 3e. It worked in PF1. It totally works in 5E.<strong> It risks ruining your whole campaign in PF2.</strong></p><p></p><p>(In those other games, the damage per round of the party coasting along conserving resources is <em>significantly</em> lower than the party going into panic nova mode. This approach to game design is completely absent from PF2 until higher level spells kick in, and martial characters can <em>never</em> shift gears. <em>That's</em> the difference)</p><p></p><p>So as a general and simple message, <u>don't smush together your encounters</u>.</p><p></p><p>A more complex and accurate message would be "change encounters around, modifying monsters and/or numbers and/or the timing of their arrival and/or terrain and other factors". But since neither the CRB nor the GMG spends even a single word acknowledging this to be a real problem, it is neither simple nor direct. (Paizo only discuss <em>creating</em> encounters. Not how to <em>combine</em> - or not to combine - encounters) <em>Edit: see my post below where I back this up.</em></p><p></p><p>I prefer simple and direct so I'll stick to the very good advice <u>don't smush your encounters together</u>.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8140026, member: 12731"] For the umpteenth time, I am not saying it [I]can't[/I] be done. I'm saying that budding PF2 gamesmasters should hold off doing it. I'm saying [U]don't smush your encounters together[/U]. I am saying that the natural and intuitive approach, which is to move the monsters from room 13 into room 15 where another bunch of monsters already live for reasons [B]DOES. NOT. WORK. [/B] It worked in 3e. It worked in PF1. It totally works in 5E.[B] It risks ruining your whole campaign in PF2.[/B] (In those other games, the damage per round of the party coasting along conserving resources is [I]significantly[/I] lower than the party going into panic nova mode. This approach to game design is completely absent from PF2 until higher level spells kick in, and martial characters can [I]never[/I] shift gears. [I]That's[/I] the difference) So as a general and simple message, [U]don't smush together your encounters[/U]. A more complex and accurate message would be "change encounters around, modifying monsters and/or numbers and/or the timing of their arrival and/or terrain and other factors". But since neither the CRB nor the GMG spends even a single word acknowledging this to be a real problem, it is neither simple nor direct. (Paizo only discuss [I]creating[/I] encounters. Not how to [I]combine[/I] - or not to combine - encounters) [I]Edit: see my post below where I back this up.[/I] I prefer simple and direct so I'll stick to the very good advice [U]don't smush your encounters together[/U]. [/QUOTE]
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