Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Encounter Design in PF2 works.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Staffan" data-source="post: 8525998" data-attributes="member: 907"><p>I have a hypothesis regarding the combat focus of PF2 adventures, particularly parts 1 of adventure paths.</p><p></p><p>An adventure path is designed to take you all the way from 1st to 20th level, including actually playing at 20th level, meaning they need to have room for 20 levels of adventuring across 6 volumes. That means 3 1/3 levels per volume, or two volumes of 4 levels each and four volumes of 3 levels each. Each adventure path is 96 pages, and about 2/3 of that is the actual adventure. The other 1/3 are supplementary material that may or may not be relevant to the adventure, like new monsters, city writeups, and so on. This setup serves two purposes: it gives people who may not be interested in that particular AP a reason to keep subscribing anyway, and it lets Paizo have one person write the actual adventure stuff and one or more other people write the supplementary stuff.</p><p></p><p>But that's tangential – what's important is that each AP gets about 60 pages of actual adventuring, which is supposed to cover 3-4 levels of adventuring. The default is that you level up via XP, and need 1000 XP to level up, so that's 50 XP per page in a 3-level adventure, or 67 XP per page in a 4-level adventure.</p><p></p><p>If we take Legacy of the Lost God as an example, it opens with a pretty cool encounter where the PCs have to persuade the watch captain to give their circus a place to put on their show and with good conditions, while a representative for a rival circus argues the opposite. The whole thing takes up about two pages in the book, plus one page setting up scenery. That encounter gets you 80 XP, which is something like 27 XP per page.</p><p></p><p>The next few pages cover the plot assigned to the PCs' circus, which they have to clear of hazards and monsters. This is a section of 7 pages of what's essentially a dungeon crawl, getting the PCs about 600 XP (plus a bonus of 80 XP for finishing it) for almost 100 XP per page. How? Because instead of spending a page describing the details of a skill challenge, the adventure gets to say "Two weak will-o-wisps, see the Bestiary page 6 and 333". In other words, dungeon crawls make for very high XP per page ratios, and that's good when you have an XP quota to fill and a limited number of pages in which to do it.</p><p></p><p>This problem is then compounded by at least the first two APs being front-loaded, meaning that book 1 covers level 1 to 4 and book 2 covers 5 to 8. That means more XP per page, which means more fights.</p><p></p><p>I believe they have taken steps to, if not fix, then at least ameliorate these problems. For example, Kindled Magic (part 1 of Strength of Thousands) is a level 1-3 adventure instead of 1-4 (giving more room to roleplaying and dealing with NPCs), and has a greater emphasis on non-violent solutions to things.</p><p></p><p></p><p>You need to do a <strong>lot</strong> of encounter futzing to do without magic weapons (or ABP). I don't think the biggest issue is the attack bonus, but the extra <strong>damage</strong> magic weapons put out. <em>Striking</em> weapons (usually a level 4 thing) deal an extra die of damage (two dice at 12 and three at 19).</p><p></p><p>Also, low-magic games that don't compensate in other ways are much harsher on martials than they are on casters. My level 11 sorcerer would be <strong>unhappy</strong> if he had to do without magic items, but he'd still have 14d6+6 <em>cones of cold</em> or <em>dragon shape</em> letting him fight at +22 dealing ~25 points with a primary attack or ~20 with an agile one. The 11th level champion in the same party would be <strong>devastated</strong> by losing 2 points of attack bonus, ~5 points of damage per hit, and the <em>returning</em> rune on his weapon which lets him use Retributive Strike at a short distance instead of just in melee. Martials need magic items not just to be competitive on numbers, but to gain useful abilities.</p><p></p><p></p><p>Yeah, level +3 or +4 adversaries tend to not just have numbers on their side, but to also be strong enough that they shut down most player tricks that would equalize those numbers. If I'm casting <em>fear</em> or <em>slow</em> on someone that powerful, they're fairly likely not just to succeed on their save giving me a modest but useful effect, but even <strong>critically</strong> succeed thus nullifying the whole attempt.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8525998, member: 907"] I have a hypothesis regarding the combat focus of PF2 adventures, particularly parts 1 of adventure paths. An adventure path is designed to take you all the way from 1st to 20th level, including actually playing at 20th level, meaning they need to have room for 20 levels of adventuring across 6 volumes. That means 3 1/3 levels per volume, or two volumes of 4 levels each and four volumes of 3 levels each. Each adventure path is 96 pages, and about 2/3 of that is the actual adventure. The other 1/3 are supplementary material that may or may not be relevant to the adventure, like new monsters, city writeups, and so on. This setup serves two purposes: it gives people who may not be interested in that particular AP a reason to keep subscribing anyway, and it lets Paizo have one person write the actual adventure stuff and one or more other people write the supplementary stuff. But that's tangential – what's important is that each AP gets about 60 pages of actual adventuring, which is supposed to cover 3-4 levels of adventuring. The default is that you level up via XP, and need 1000 XP to level up, so that's 50 XP per page in a 3-level adventure, or 67 XP per page in a 4-level adventure. If we take Legacy of the Lost God as an example, it opens with a pretty cool encounter where the PCs have to persuade the watch captain to give their circus a place to put on their show and with good conditions, while a representative for a rival circus argues the opposite. The whole thing takes up about two pages in the book, plus one page setting up scenery. That encounter gets you 80 XP, which is something like 27 XP per page. The next few pages cover the plot assigned to the PCs' circus, which they have to clear of hazards and monsters. This is a section of 7 pages of what's essentially a dungeon crawl, getting the PCs about 600 XP (plus a bonus of 80 XP for finishing it) for almost 100 XP per page. How? Because instead of spending a page describing the details of a skill challenge, the adventure gets to say "Two weak will-o-wisps, see the Bestiary page 6 and 333". In other words, dungeon crawls make for very high XP per page ratios, and that's good when you have an XP quota to fill and a limited number of pages in which to do it. This problem is then compounded by at least the first two APs being front-loaded, meaning that book 1 covers level 1 to 4 and book 2 covers 5 to 8. That means more XP per page, which means more fights. I believe they have taken steps to, if not fix, then at least ameliorate these problems. For example, Kindled Magic (part 1 of Strength of Thousands) is a level 1-3 adventure instead of 1-4 (giving more room to roleplaying and dealing with NPCs), and has a greater emphasis on non-violent solutions to things. You need to do a [B]lot[/B] of encounter futzing to do without magic weapons (or ABP). I don't think the biggest issue is the attack bonus, but the extra [B]damage[/B] magic weapons put out. [I]Striking[/I] weapons (usually a level 4 thing) deal an extra die of damage (two dice at 12 and three at 19). Also, low-magic games that don't compensate in other ways are much harsher on martials than they are on casters. My level 11 sorcerer would be [B]unhappy[/B] if he had to do without magic items, but he'd still have 14d6+6 [I]cones of cold[/I] or [I]dragon shape[/I] letting him fight at +22 dealing ~25 points with a primary attack or ~20 with an agile one. The 11th level champion in the same party would be [B]devastated[/B] by losing 2 points of attack bonus, ~5 points of damage per hit, and the [I]returning[/I] rune on his weapon which lets him use Retributive Strike at a short distance instead of just in melee. Martials need magic items not just to be competitive on numbers, but to gain useful abilities. Yeah, level +3 or +4 adversaries tend to not just have numbers on their side, but to also be strong enough that they shut down most player tricks that would equalize those numbers. If I'm casting [I]fear[/I] or [I]slow[/I] on someone that powerful, they're fairly likely not just to succeed on their save giving me a modest but useful effect, but even [B]critically[/B] succeed thus nullifying the whole attempt. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Encounter Design in PF2 works.
Top