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General Tabletop Discussion
*Pathfinder & Starfinder
Encounter Design in PF2 works.
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<blockquote data-quote="Retreater" data-source="post: 8525446" data-attributes="member: 42040"><p>That's fine for the occasional, thrilling fight. My tastes are closer to 25% easy, 50% average, and 25% hard. The default encounter in the published adventures I ran seemed like 10% easy, 15% average, 50% hard, 25% over-the-top. </p><p>If I put on my designer hat, I think this is because PF2 has an "encounter-based" design, meaning each and every encounter is supposed to be thrilling, pushing the characters to the limit - and it's basically assumed that character abilities reset after every encounter. What happens in a previous encounter or between encounters doesn't matter in PF2 - it's assumed you're fresh at each one. </p><p>The problem with assuming that your characters can deal with mostly hard encounters is that they are frequently out-ranked by their opponents when you have such a level-dependent game. They fail (and crit fail) more than the law of averages would suggest. Their opponents succeed (and crit succeed) more than you'd expect.</p><p>And that is disheartening for a player, not to mention bad for pacing and gets very tiresome to GM.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8525446, member: 42040"] That's fine for the occasional, thrilling fight. My tastes are closer to 25% easy, 50% average, and 25% hard. The default encounter in the published adventures I ran seemed like 10% easy, 15% average, 50% hard, 25% over-the-top. If I put on my designer hat, I think this is because PF2 has an "encounter-based" design, meaning each and every encounter is supposed to be thrilling, pushing the characters to the limit - and it's basically assumed that character abilities reset after every encounter. What happens in a previous encounter or between encounters doesn't matter in PF2 - it's assumed you're fresh at each one. The problem with assuming that your characters can deal with mostly hard encounters is that they are frequently out-ranked by their opponents when you have such a level-dependent game. They fail (and crit fail) more than the law of averages would suggest. Their opponents succeed (and crit succeed) more than you'd expect. And that is disheartening for a player, not to mention bad for pacing and gets very tiresome to GM. [/QUOTE]
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Encounter Design in PF2 works.
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