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General Tabletop Discussion
*Pathfinder & Starfinder
Balancing encounters (and converting stuff from other editions)
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<blockquote data-quote="5ekyu" data-source="post: 7821023" data-attributes="member: 6919838"><p>Well, to me I take a different approach.</p><p></p><p>While the OP may be right, and I suspect so as a default scoring that makes even equate to high risk will lead to more chances of crisis endings, I feel any system can let you provide eady or risky engagements - deliberate or by accidrnt.</p><p></p><p>BUT...</p><p></p><p>I emphasize scenarios being built to be robust, reactive and resilient. </p><p></p><p>Key for this is the <em>reactive</em>. Both sides must have reasonable chances to react to changing circumstances with choices etc thst can perhaps drastically change the trends. </p><p></p><p>Does the nature of combat in PF2 reduce the chances of reversing course once the fight has started to go south? Does it have more swingy high yield results or scaling of features that makes reversing a bad start less possible? Does it have a faster downward slide that cuts down on the chances for realizing "holy crap, we gotta run" mid-fight from working?"</p><p></p><p>Does it make swingy dice innately more powerful in terms of closing doors on various options?</p><p></p><p>Obviously, the Three-Rs mostly focus on the story-side options and setup in general, but practically speaking the degree and severity that a "bad start" or a few " bad rolls " can close off options to be reactive is gonna matter for that. </p><p></p><p>Now, obviously ablot of factors go into making reactive possible. </p><p></p><p>For those in PF2 actual play, are you seeing any issues with the ability to reverse setbacks or make escapes once things go bad? Do fights that ho bad go quickly to inescapable by dint of rules making recover to flee hard?</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7821023, member: 6919838"] Well, to me I take a different approach. While the OP may be right, and I suspect so as a default scoring that makes even equate to high risk will lead to more chances of crisis endings, I feel any system can let you provide eady or risky engagements - deliberate or by accidrnt. BUT... I emphasize scenarios being built to be robust, reactive and resilient. Key for this is the [I]reactive[/I]. Both sides must have reasonable chances to react to changing circumstances with choices etc thst can perhaps drastically change the trends. Does the nature of combat in PF2 reduce the chances of reversing course once the fight has started to go south? Does it have more swingy high yield results or scaling of features that makes reversing a bad start less possible? Does it have a faster downward slide that cuts down on the chances for realizing "holy crap, we gotta run" mid-fight from working?" Does it make swingy dice innately more powerful in terms of closing doors on various options? Obviously, the Three-Rs mostly focus on the story-side options and setup in general, but practically speaking the degree and severity that a "bad start" or a few " bad rolls " can close off options to be reactive is gonna matter for that. Now, obviously ablot of factors go into making reactive possible. For those in PF2 actual play, are you seeing any issues with the ability to reverse setbacks or make escapes once things go bad? Do fights that ho bad go quickly to inescapable by dint of rules making recover to flee hard? [/QUOTE]
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