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<blockquote data-quote="CapnZapp" data-source="post: 7989173" data-attributes="member: 12731"><p>The only resource management I can see are daily uses, most notably spell slots, yes.</p><p></p><p>You can't pitch a series of strong monsters against the party in order to slow down the story. (And to be fair the APs don't even try)</p><p></p><p>Instead, you're supposed to hand out a map to the heroes. If you want progress to stall, you need to to that through story. (Such as, "you can only meet with Mistress Omfala tomorrow to learn the location of the cult headquarters") Then, the expectation is that the heroes can't even try to circumvent that. Then you get a new map (and probably level too), and can start adventuring again. The pacing is 100% controlled by the story, and players are definitely expected to just wait for the next time their heroes are let out to play. (If this makes you think of 4E, you're not alone...)</p><p></p><p>If you want a more traditional sandboxy - "open world" - experience, where the game mechanics and player decisions play into the pacing of the game, you need to make substantial changes to the PF2 game engine.</p><p></p><p>First and foremost you need to disable the Medicine skill feats, so that heroes must either use spells or potions to heal back up, or simply use natural healing. As you can imagine from my earlier posts, this is not easy. In fact, it is a lot of work, since you must identify every feat that can make you heal in minutes and hours. For example, the Paladin class comes with that built-in. Gods and Magic introduces "Godless Healing".</p><p></p><p>Then you need to ease up on the difficulty, so that pressing on without all your hit points becomes more reasonable and less a death trap.</p><p></p><p>You probably need to make other adjustments too. For example, in order to support the classic sandbox idea that you're meant to run away from some monsters (at least at first), you probably need to run the game with the proficiency-without-level variant. This is so simply because even a L+3 monster that happens to win initiative can easily down a hero in a single round, even when that hero is a Fighter with the best defenses in the game. An L+6 monster would probably kill half the party before the rest knew what hit them.</p><p></p><p>Remember, the RAW rules are staunchly written to support the AP playstyle, where you nearly always meet L-2 to L+2 monsters, on a clearly marked trail with few or no significant deviations.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7989173, member: 12731"] The only resource management I can see are daily uses, most notably spell slots, yes. You can't pitch a series of strong monsters against the party in order to slow down the story. (And to be fair the APs don't even try) Instead, you're supposed to hand out a map to the heroes. If you want progress to stall, you need to to that through story. (Such as, "you can only meet with Mistress Omfala tomorrow to learn the location of the cult headquarters") Then, the expectation is that the heroes can't even try to circumvent that. Then you get a new map (and probably level too), and can start adventuring again. The pacing is 100% controlled by the story, and players are definitely expected to just wait for the next time their heroes are let out to play. (If this makes you think of 4E, you're not alone...) If you want a more traditional sandboxy - "open world" - experience, where the game mechanics and player decisions play into the pacing of the game, you need to make substantial changes to the PF2 game engine. First and foremost you need to disable the Medicine skill feats, so that heroes must either use spells or potions to heal back up, or simply use natural healing. As you can imagine from my earlier posts, this is not easy. In fact, it is a lot of work, since you must identify every feat that can make you heal in minutes and hours. For example, the Paladin class comes with that built-in. Gods and Magic introduces "Godless Healing". Then you need to ease up on the difficulty, so that pressing on without all your hit points becomes more reasonable and less a death trap. You probably need to make other adjustments too. For example, in order to support the classic sandbox idea that you're meant to run away from some monsters (at least at first), you probably need to run the game with the proficiency-without-level variant. This is so simply because even a L+3 monster that happens to win initiative can easily down a hero in a single round, even when that hero is a Fighter with the best defenses in the game. An L+6 monster would probably kill half the party before the rest knew what hit them. Remember, the RAW rules are staunchly written to support the AP playstyle, where you nearly always meet L-2 to L+2 monsters, on a clearly marked trail with few or no significant deviations. [/QUOTE]
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