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An Ambush (our PF2 campaign has reached session 52!)
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<blockquote data-quote="Philip Benz" data-source="post: 8498910" data-attributes="member: 6975782"><p>I'm most comfortable running adventures for low-level characters (1-4), but it does take a fine hand at the controls.</p><ul> <li data-xf-list-type="ul">Don't knock cantrips. They are nine tenths of a low-level spellcaster's arsenal, especially if (like I do) you favor lengthy adventuring days. PLayers new to PF2 are thrilled to discover they can cast them an unlimited number of times.</li> <li data-xf-list-type="ul">Be sure to model alternate combat tactics (like intimidating, tripping, pushing, swinging from chandeliers or whatever) by having NPC adversaries do these things. The PCs may follow suit, or may not, but this is also a good way to lessen the deadliness of combat.</li> <li data-xf-list-type="ul">Try to mix & match between story-based situations (diplomacy, discovery and investigation) and combat-based situations. This is always a good rule, but especially important at low levels, where the PCs' staying power in combat is limited.</li> <li data-xf-list-type="ul">Offer ample time and opportunity to heal. Low levels are not the time to set up back-to-back encounters where the PCs can't take time to recover a few precious hit points. I tend to use either the story of a loot drop to supply them with a few extra healing potions, especially if they have bad luck on a few early medicine checks.</li> <li data-xf-list-type="ul">Keep the story in mind when running encounters, especially at low levels. Not all creatures will fight to the death, or use the most optimal strategy. Some creatures will run away after a wound or two. Or they might waste an action here or there, roaring in rage or in fear. Or they might threaten the PCs, just to get them to leave their territory. Or any number of things that don't equate to fighting down to their last breath.</li> </ul><p></p><p>Of course, these sorts of principles work across any game you might choose to run, whether it be PF2, PF1, DDx or whatever.</p><p></p><p>Regarding monster level, I go very, very lightly above the PCs' party level. A group of 1st or 2nd-level adventurers shouldn't have to face foes more than one level above them, and most adversaries should be below their level. The only times I've used level +3 or +4 foes against a group of PCs below, say, 7th level, is when that adversary is meant to be a recurring villain they will have to fight several times, until ultimately they narrow the level range and get their revenge. This, in sharp contrast with many published Paizo APs and adventures that routinely throw level +3 or +4 foes at even low-level parties, without any pre-determined mitigating factors like I described above.</p><p></p><p>In DD3.5 and PF1 I could very, very often take a heavy hand in encounter design, both in levels and numbers. The PCs were always far more powerful than their level might suggest. In PF2, the encounter budget in the Building Encounters section is pretty accurate and useful, as long as you avoid going too far above the party level too fast.</p></blockquote><p></p>
[QUOTE="Philip Benz, post: 8498910, member: 6975782"] I'm most comfortable running adventures for low-level characters (1-4), but it does take a fine hand at the controls. [LIST] [*]Don't knock cantrips. They are nine tenths of a low-level spellcaster's arsenal, especially if (like I do) you favor lengthy adventuring days. PLayers new to PF2 are thrilled to discover they can cast them an unlimited number of times. [*]Be sure to model alternate combat tactics (like intimidating, tripping, pushing, swinging from chandeliers or whatever) by having NPC adversaries do these things. The PCs may follow suit, or may not, but this is also a good way to lessen the deadliness of combat. [*]Try to mix & match between story-based situations (diplomacy, discovery and investigation) and combat-based situations. This is always a good rule, but especially important at low levels, where the PCs' staying power in combat is limited. [*]Offer ample time and opportunity to heal. Low levels are not the time to set up back-to-back encounters where the PCs can't take time to recover a few precious hit points. I tend to use either the story of a loot drop to supply them with a few extra healing potions, especially if they have bad luck on a few early medicine checks. [*]Keep the story in mind when running encounters, especially at low levels. Not all creatures will fight to the death, or use the most optimal strategy. Some creatures will run away after a wound or two. Or they might waste an action here or there, roaring in rage or in fear. Or they might threaten the PCs, just to get them to leave their territory. Or any number of things that don't equate to fighting down to their last breath. [/LIST] Of course, these sorts of principles work across any game you might choose to run, whether it be PF2, PF1, DDx or whatever. Regarding monster level, I go very, very lightly above the PCs' party level. A group of 1st or 2nd-level adventurers shouldn't have to face foes more than one level above them, and most adversaries should be below their level. The only times I've used level +3 or +4 foes against a group of PCs below, say, 7th level, is when that adversary is meant to be a recurring villain they will have to fight several times, until ultimately they narrow the level range and get their revenge. This, in sharp contrast with many published Paizo APs and adventures that routinely throw level +3 or +4 foes at even low-level parties, without any pre-determined mitigating factors like I described above. In DD3.5 and PF1 I could very, very often take a heavy hand in encounter design, both in levels and numbers. The PCs were always far more powerful than their level might suggest. In PF2, the encounter budget in the Building Encounters section is pretty accurate and useful, as long as you avoid going too far above the party level too fast. [/QUOTE]
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