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Another Deadly Session, and It's Getting Old
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<blockquote data-quote="Thomas Shey" data-source="post: 8114118" data-attributes="member: 7026617"><p>Completely agree, though I think many RPGs (including specifically the D&D line from day one) have tended to be in denial about this.</p><p></p><p></p><p></p><p>I have a vague memory of some reference to doing this, but I could be conflating things from other games.</p><p></p><p></p><p></p><p>The problem with doing this with PF1 and its precedents (and its cousin D&D 5e) is that, bluntly, it wasn't very well balanced internally; rather than just balancing encounter levels or the like, you had to juggle a lot of individual things based on the specifics of the player (and character) group. PF2e isn't, of course, perfect in this regard as when you start to approach perfect balance there are some knock-on effects that some people find very distasteful; D&D 4e probably approached it closer, and you can see the, shall we say, widely varied responses to that (it was, I think, on the whole a bridge too far for me, though I'm not actively hostile to it the way many people were). PF2e is a compromise here where there's still a little wobble in the structure, but where the degenerate cases tend to be fairly fringe, whereas they could be in (for example) D&D 3e all too common.</p><p></p><p>You're correct that its much easier to do this sort of adjustment systematically in PF2e.</p><p></p><p></p><p></p><p>You do also have the unavoidable problem that groups are often not evenly skilled/interested internally. This is obvious in anecdotes one hears where one group is groaning about that one guy that always goes off half-cocked, or another group that rolls their eyes about the guy who always second guesses what they do in a battle. These are clear cases of the one-man-out who is not in sync with the rest of the group, but its not uncommon to see some sometimes serious variation among a group, which can make setting such things complicated. </p><p></p><p>But that's a problem no matter how you go about it. It can be very hard to properly construct a combat when, in practice, approaches within the group vary radically.</p><p></p><p></p><p></p><p>Generally speaking, party size modifies the expected experience budget you're supposed to use when constructing encounters (with the careful note that its usually better with larger groups to increase numbers of opponents than quality).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8114118, member: 7026617"] Completely agree, though I think many RPGs (including specifically the D&D line from day one) have tended to be in denial about this. I have a vague memory of some reference to doing this, but I could be conflating things from other games. The problem with doing this with PF1 and its precedents (and its cousin D&D 5e) is that, bluntly, it wasn't very well balanced internally; rather than just balancing encounter levels or the like, you had to juggle a lot of individual things based on the specifics of the player (and character) group. PF2e isn't, of course, perfect in this regard as when you start to approach perfect balance there are some knock-on effects that some people find very distasteful; D&D 4e probably approached it closer, and you can see the, shall we say, widely varied responses to that (it was, I think, on the whole a bridge too far for me, though I'm not actively hostile to it the way many people were). PF2e is a compromise here where there's still a little wobble in the structure, but where the degenerate cases tend to be fairly fringe, whereas they could be in (for example) D&D 3e all too common. You're correct that its much easier to do this sort of adjustment systematically in PF2e. You do also have the unavoidable problem that groups are often not evenly skilled/interested internally. This is obvious in anecdotes one hears where one group is groaning about that one guy that always goes off half-cocked, or another group that rolls their eyes about the guy who always second guesses what they do in a battle. These are clear cases of the one-man-out who is not in sync with the rest of the group, but its not uncommon to see some sometimes serious variation among a group, which can make setting such things complicated. But that's a problem no matter how you go about it. It can be very hard to properly construct a combat when, in practice, approaches within the group vary radically. Generally speaking, party size modifies the expected experience budget you're supposed to use when constructing encounters (with the careful note that its usually better with larger groups to increase numbers of opponents than quality). [/QUOTE]
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