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Encounter Design in PF2 works.
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<blockquote data-quote="kenada" data-source="post: 8525385" data-attributes="member: 70468"><p>When I ran PF2, I used PWL. It let me design dungeons in a more naturalistic and old-school style. I could say, “this level has 1st level encounters”, and they wouldn’t be immediately trivial for a higher level party. The same goes for deeper levels in the dungeon. Well, in theory. We only made it to the second level of my megadungeon before the campaign went through a series of system shifts and a major reboot.</p><p></p><p>Also, my players were not good about keeping their sheets updated. PWL reduces the number of things you have to tick up by one every time you gain a level, reducing the places where mistakes can be made. I coupled it with <a href="https://2e.aonprd.com/Rules.aspx?ID=1300" target="_blank">Gradual Ability Boosts</a> to provide a sense of progression.</p></blockquote><p></p>
[QUOTE="kenada, post: 8525385, member: 70468"] When I ran PF2, I used PWL. It let me design dungeons in a more naturalistic and old-school style. I could say, “this level has 1st level encounters”, and they wouldn’t be immediately trivial for a higher level party. The same goes for deeper levels in the dungeon. Well, in theory. We only made it to the second level of my megadungeon before the campaign went through a series of system shifts and a major reboot. Also, my players were not good about keeping their sheets updated. PWL reduces the number of things you have to tick up by one every time you gain a level, reducing the places where mistakes can be made. I coupled it with [URL='https://2e.aonprd.com/Rules.aspx?ID=1300']Gradual Ability Boosts[/URL] to provide a sense of progression. [/QUOTE]
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Encounter Design in PF2 works.
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