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Creating Random Encounter Tables in PF2e
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<blockquote data-quote="JThursby" data-source="post: 8704353" data-attributes="member: 7025596"><p>I agree in principle, my only gripe with a table with a high delta from it's minimum and maximum level is that the point of lethal encounters the party may need to flee from can easily be just 2 to 4 levels above them. Encountering something that's above that is so absurdly outside of what is even fightable that character survival or death may come down to the initiative roll. Since every roll and DC is a function of level, it is hardly even possible to sneak past such encounters unless they are a mass of lower level enemies.</p><p></p><p>This mindset is the reason why I think a party size and level constrained encounter table is the way to go. I am in general not a fan of the Gygaxian school of "death trap within a fake out within a fake out" type of encounter, I find it makes parties timid or paranoid. I generally want my adventuring party to be bold and seek out things to interact with or fight. If the players are spending their table time to avoid engaging with the game I feel like I'm failing as a GM. Since the game could not function without some degree of contrivance, I do not feel bad about part of that contrivance being shooing away outright trivial or fatal encounters.</p></blockquote><p></p>
[QUOTE="JThursby, post: 8704353, member: 7025596"] I agree in principle, my only gripe with a table with a high delta from it's minimum and maximum level is that the point of lethal encounters the party may need to flee from can easily be just 2 to 4 levels above them. Encountering something that's above that is so absurdly outside of what is even fightable that character survival or death may come down to the initiative roll. Since every roll and DC is a function of level, it is hardly even possible to sneak past such encounters unless they are a mass of lower level enemies. This mindset is the reason why I think a party size and level constrained encounter table is the way to go. I am in general not a fan of the Gygaxian school of "death trap within a fake out within a fake out" type of encounter, I find it makes parties timid or paranoid. I generally want my adventuring party to be bold and seek out things to interact with or fight. If the players are spending their table time to avoid engaging with the game I feel like I'm failing as a GM. Since the game could not function without some degree of contrivance, I do not feel bad about part of that contrivance being shooing away outright trivial or fatal encounters. [/QUOTE]
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