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Another Deadly Session, and It's Getting Old
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<blockquote data-quote="kenada" data-source="post: 8106854" data-attributes="member: 70468"><p>Yep, I’m talking about that one, and I have the exact same issue with it. On average, a crit kills most of the pregens outright. The fighter can be killed by a slightly better crit. However, even if it were a different creature, being a moderate-threat encounter is still a problem.</p><p></p><p>The reason for that is moderate-threat encounters expect the players to play well (or the adventure day will likely end after that encounter). If you’re running a game for new players, there’s a pretty good chance they won’t have enough system mastery to play well (especially if they’ve played other RPGs and use tactics that are self-defeating in PF2).</p><p></p><p>If I wanted to run that for a group of new players, I’d grab a map and fill it up with trivial- and low-threat encounters, running it as a dynamic complex with an adversary roster filled up with mites and their buddies. I’d keep the ogre as a patrol, and the wizard would be the boss who usually hung out in the back in his wizard lab or whatever.</p><p></p><p>That kind of setup would give the players a chance to also experience exploration mode and make meaningful decisions. If they’re smart, they can avoid the ogre or even fight it in a situation where they’ve created an advantage for themselves. I think that would be a much more compelling introduction to the game than what Paizo released.</p><p></p><p>Even if Paizo wouldn’t do the dynamic complex stuff, I still think it would be better with mostly easier encounters. Paizo needs to court players who aren’t just in it for the hard (and sometimes punishing) combat. Instead, we got something that starts off with the dial cranked up. If you love RPG tactics, then you probably loved what you got (even if it included a TPK), but I wonder how many players noped right on past PF2 because of the difficulty.</p></blockquote><p></p>
[QUOTE="kenada, post: 8106854, member: 70468"] Yep, I’m talking about that one, and I have the exact same issue with it. On average, a crit kills most of the pregens outright. The fighter can be killed by a slightly better crit. However, even if it were a different creature, being a moderate-threat encounter is still a problem. The reason for that is moderate-threat encounters expect the players to play well (or the adventure day will likely end after that encounter). If you’re running a game for new players, there’s a pretty good chance they won’t have enough system mastery to play well (especially if they’ve played other RPGs and use tactics that are self-defeating in PF2). If I wanted to run that for a group of new players, I’d grab a map and fill it up with trivial- and low-threat encounters, running it as a dynamic complex with an adversary roster filled up with mites and their buddies. I’d keep the ogre as a patrol, and the wizard would be the boss who usually hung out in the back in his wizard lab or whatever. That kind of setup would give the players a chance to also experience exploration mode and make meaningful decisions. If they’re smart, they can avoid the ogre or even fight it in a situation where they’ve created an advantage for themselves. I think that would be a much more compelling introduction to the game than what Paizo released. Even if Paizo wouldn’t do the dynamic complex stuff, I still think it would be better with mostly easier encounters. Paizo needs to court players who aren’t just in it for the hard (and sometimes punishing) combat. Instead, we got something that starts off with the dial cranked up. If you love RPG tactics, then you probably loved what you got (even if it included a TPK), but I wonder how many players noped right on past PF2 because of the difficulty. [/QUOTE]
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