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<blockquote data-quote="Celtavian" data-source="post: 7989705" data-attributes="member: 5834"><p>For myself? Because it took a lot of time to build PF1 encounters to make them harder. It took a lot of time in other D&D systems. In nearly every system of D&D, casters made encounters incredibly easy as the levels got higher. They trivialized so much with pre-buffing and wide ranging powerful spell selection, that you had to plan for this every encounter. And player damage far exceeded monster hit points. Healing also exceeded the monsters ability to deal damage. So you had to put a lot of work in planning around a variety of variables that were hard to account for.</p><p></p><p>Whereas toning down a PF2 encounter might be removing a monster, making a monster not want to land a hit through a Champion reaction, role-playing a situation out, delaying a monster a few rounds, or what not. I don't have to spend countless time account for a huge number of variables to make an encounter. Casters don't have near the ability to pre-buff or trivialize an encounter like they used to. The best tactic my cleric has found right now is to turn invisible since far fewer creatures can detect it while he heals and buffs. Even that keeps them alive because if the cleric were visible, he would likely get put in the ground quickly and the party might fall from that.</p><p></p><p>To sum it up, it takes far less work to make encounters easier than it took for me to make encounters harder in past editions. It's pretty surprising.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 7989705, member: 5834"] For myself? Because it took a lot of time to build PF1 encounters to make them harder. It took a lot of time in other D&D systems. In nearly every system of D&D, casters made encounters incredibly easy as the levels got higher. They trivialized so much with pre-buffing and wide ranging powerful spell selection, that you had to plan for this every encounter. And player damage far exceeded monster hit points. Healing also exceeded the monsters ability to deal damage. So you had to put a lot of work in planning around a variety of variables that were hard to account for. Whereas toning down a PF2 encounter might be removing a monster, making a monster not want to land a hit through a Champion reaction, role-playing a situation out, delaying a monster a few rounds, or what not. I don't have to spend countless time account for a huge number of variables to make an encounter. Casters don't have near the ability to pre-buff or trivialize an encounter like they used to. The best tactic my cleric has found right now is to turn invisible since far fewer creatures can detect it while he heals and buffs. Even that keeps them alive because if the cleric were visible, he would likely get put in the ground quickly and the party might fall from that. To sum it up, it takes far less work to make encounters easier than it took for me to make encounters harder in past editions. It's pretty surprising. [/QUOTE]
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