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<blockquote data-quote="CapnZapp" data-source="post: 8244719" data-attributes="member: 12731"><p>Not sure if you are think of "resource management" but if so: this is not really a thing if you play PF2 RAW.</p><p></p><p>Parties have access to basically unlimited hit points if only given enough time to recuperate (an hour or so). You can play the game in two ways: in the regular way with access to the Medicine skill, or in the severely crippled way with nobody proficient in this skill. <em>shrug</em></p><p></p><p>And the only spell that really makes a difference is Heal. As long as the party Cleric has a couple of emergency heals left, you can keep adventuring as soon as everyone's topped up their hp again.</p><p></p><p>It's easily possible to mow through an entire level's worth of monsters/xp in a single go assuming you have a sufficiently martial-heavy party. That is, there's seldom any game-mandated need to sleep for the night. That you do when the story says you do.</p><p></p><p>We did that during Extinction Curse level 5 if you want a practical play reference. Even though I added significantly more monsters, there just wasn't anything stopping the heroes. All they need is hit points, and a Cleric that is content pew-pewing cantrips to save every spell slot for emergency Heals. Whether the Wizard have spell slots or just pew-pews (or to be honest, is there at all) doesn't matter at this level.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8244719, member: 12731"] Not sure if you are think of "resource management" but if so: this is not really a thing if you play PF2 RAW. Parties have access to basically unlimited hit points if only given enough time to recuperate (an hour or so). You can play the game in two ways: in the regular way with access to the Medicine skill, or in the severely crippled way with nobody proficient in this skill. [I]shrug[/I] And the only spell that really makes a difference is Heal. As long as the party Cleric has a couple of emergency heals left, you can keep adventuring as soon as everyone's topped up their hp again. It's easily possible to mow through an entire level's worth of monsters/xp in a single go assuming you have a sufficiently martial-heavy party. That is, there's seldom any game-mandated need to sleep for the night. That you do when the story says you do. We did that during Extinction Curse level 5 if you want a practical play reference. Even though I added significantly more monsters, there just wasn't anything stopping the heroes. All they need is hit points, and a Cleric that is content pew-pewing cantrips to save every spell slot for emergency Heals. Whether the Wizard have spell slots or just pew-pews (or to be honest, is there at all) doesn't matter at this level. [/QUOTE]
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