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Combat Balancing in PF
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<blockquote data-quote="arkwright" data-source="post: 8153060" data-attributes="member: 6925177"><p>I'm in complete agreement with Ranger.</p><p></p><p>Come up with any list of desirable elements for a dramatic fight; everyone contributes, takes multiple rounds to resolve, varied tactics are used, terrain is a factor, etc etc. Chances are there will be a feature of PF/3.5's design that works against most or all of those elements, or it will merely be optimal and easy for your players to build PCs that counter those elements.</p><p></p><p>And to top it all of, PF becomes borderline unplayable at high-levels, when rocket-tag intensifies yet more, and combats bogged down by the lists of abilities each PCs have.</p><p></p><p>It is possible for GMs to create dramatic fights, but it often involves handwaving or going beyond encounter-building guidelines. And the trouble is that it is <em>very</em> easy to come up with a 'solution' that creates perverse incentives. Rufus Hammerton dies in the next fight? Maybe you implement a rule that named NPCs get one more round of actions after they hit 0hp. So then perhaps your PCs choose to cut down all other enemies before focusing named NPCs, leading to named NPCs being unglamorously dogpiled after the combat has already been effectively won.</p><p></p><p>I don't want to just say depressing things about PF, so I would like to offer two solutions, the 'hard' way and the 'easy' way. The 'hard' way is to methodically work out exactly what abilities your PCs have and what their damage-per-round is, and precisely design encounters that will test your PCs. This is hard because you need to account for a lot of abilities, account for the unpredictability of a d20, and even then a close-run battle can still appear like it is easy difficult. The 'easy' way is to use your GM-narration powers to try to gloss over awkward combats. Talk up desperate blows struck by your enemies, have your enemies make speeches, describe how quick defeats are the results of adroit tactic and careful training by your PCs. It can feel hollow, but it can also be surprisingly effective.</p><p></p><p>As a final note- like Andrew says, APs are designed to be able to be completed by a core-only fighter/wizard/cleric/rogue party. You should absolutely feel free to make changes to enemies or add and replace them. There are no 'one size fits all' encounters in PF1e. You need to play PF2e or to a lesser extent 4e for that.</p></blockquote><p></p>
[QUOTE="arkwright, post: 8153060, member: 6925177"] I'm in complete agreement with Ranger. Come up with any list of desirable elements for a dramatic fight; everyone contributes, takes multiple rounds to resolve, varied tactics are used, terrain is a factor, etc etc. Chances are there will be a feature of PF/3.5's design that works against most or all of those elements, or it will merely be optimal and easy for your players to build PCs that counter those elements. And to top it all of, PF becomes borderline unplayable at high-levels, when rocket-tag intensifies yet more, and combats bogged down by the lists of abilities each PCs have. It is possible for GMs to create dramatic fights, but it often involves handwaving or going beyond encounter-building guidelines. And the trouble is that it is [I]very[/I] easy to come up with a 'solution' that creates perverse incentives. Rufus Hammerton dies in the next fight? Maybe you implement a rule that named NPCs get one more round of actions after they hit 0hp. So then perhaps your PCs choose to cut down all other enemies before focusing named NPCs, leading to named NPCs being unglamorously dogpiled after the combat has already been effectively won. I don't want to just say depressing things about PF, so I would like to offer two solutions, the 'hard' way and the 'easy' way. The 'hard' way is to methodically work out exactly what abilities your PCs have and what their damage-per-round is, and precisely design encounters that will test your PCs. This is hard because you need to account for a lot of abilities, account for the unpredictability of a d20, and even then a close-run battle can still appear like it is easy difficult. The 'easy' way is to use your GM-narration powers to try to gloss over awkward combats. Talk up desperate blows struck by your enemies, have your enemies make speeches, describe how quick defeats are the results of adroit tactic and careful training by your PCs. It can feel hollow, but it can also be surprisingly effective. As a final note- like Andrew says, APs are designed to be able to be completed by a core-only fighter/wizard/cleric/rogue party. You should absolutely feel free to make changes to enemies or add and replace them. There are no 'one size fits all' encounters in PF1e. You need to play PF2e or to a lesser extent 4e for that. [/QUOTE]
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