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Another Deadly Session, and It's Getting Old
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<blockquote data-quote="CapnZapp" data-source="post: 8103588" data-attributes="member: 12731"><p>I could read you wrong but... frankly, this sounds as if only half your team is adventuring while the other half is sitting on their hands? (In my group, everybody wants to join in on the action, so we rarely send out scouts that aren't disposable)</p><p></p><p>Plus: In my experience, sight lines are seldom very long on indoor maps. How far back do you require a character to hang in order to not have to make a Stealth check? </p><p>[SPOILER="Personal Aside"]I have used "two full round's worth of standard movement" as my default GMing yardstick since way before PF2. In 5E, the default Speed is 30, which amounts to 60 ft per round. In PF2, the default Speed is 25, which amounts to 75 ft per round. So I require a character to stay 120 ft behind the point man in 5E and 150 ft behind in PF2. Want to be closer to the action? Make a Stealth check! Even if I'm prepared to give you a reasonable bonus for staying behind, you pretty much need the skill - you're either good at something in PF2 or you're atrocious. There's some middle ground in that you could have a bad ability score and only be trained or something, but generally the gulf between the haves and the have-nots in PF2 is vast and wide...[/SPOILER]</p><p>Plus: I have a hard time imagining you to use the official encounter budgets or playing official APs - how do your players take out Moderate or above encounters using only half a team (without great pain and suffering)...?</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8103588, member: 12731"] I could read you wrong but... frankly, this sounds as if only half your team is adventuring while the other half is sitting on their hands? (In my group, everybody wants to join in on the action, so we rarely send out scouts that aren't disposable) Plus: In my experience, sight lines are seldom very long on indoor maps. How far back do you require a character to hang in order to not have to make a Stealth check? [SPOILER="Personal Aside"]I have used "two full round's worth of standard movement" as my default GMing yardstick since way before PF2. In 5E, the default Speed is 30, which amounts to 60 ft per round. In PF2, the default Speed is 25, which amounts to 75 ft per round. So I require a character to stay 120 ft behind the point man in 5E and 150 ft behind in PF2. Want to be closer to the action? Make a Stealth check! Even if I'm prepared to give you a reasonable bonus for staying behind, you pretty much need the skill - you're either good at something in PF2 or you're atrocious. There's some middle ground in that you could have a bad ability score and only be trained or something, but generally the gulf between the haves and the have-nots in PF2 is vast and wide...[/SPOILER] Plus: I have a hard time imagining you to use the official encounter budgets or playing official APs - how do your players take out Moderate or above encounters using only half a team (without great pain and suffering)...? [/QUOTE]
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