Note that Assurance is not the same as 3e's/PF1's "Take 10". It is much weaker except in certain specific cases (where you'd have big penalties to the check).The only one I recall our skill medics bothering with as Assurance. If you're used to a lot of encounters in short order, I can see the others, but most of the cases where that was the case the encounters were weak enough we didn't take much damage in the first place.
Note that Assurance is not the same as 3e's/PF1's "Take 10". It is much weaker except in certain specific cases (where you'd have big penalties to the check).
Ward and Continual let you heal a lot of people quickly, while assurance prevents being locked out for long stretches of time from a bad roll.I make no judgments; I'm simply observing that our primary Medicine player chose to take that, but neither of the other feats the prior poster referenced.
I don't know about that. I've done plenty of Severe encounters and no PC has died in one of those yet. I had one die in a situation where the party split up and each group ran into a moderate encounter, and one die on the run from an extreme+ encounter.PF2E Severe should be read as "this should kill 1-2 PCs"
PF2E Extreme should be read as "cloudy with a chance of TPK"
Ward and Continual let you heal a lot of people quickly, while assurance prevents being locked out for long stretches of time from a bad roll.
My game's medic took risky and none of the others. He misses a roll, and he can't try again for another hour while sitting there at 1 hit point because the risky just injured him.
And it's rare for any of the melee to have more than 2 or 3 hit points left at the end of a fight, if they're even still alive. The typical fight results in about half the party going to 0 at least once per battle after all, and at least one of them will hit that twice.
- so we end up wasting a LOT of time standing in rooms waiting to be able to heal.
Game I was in before this one people were taking continual and ward as well as assurance, and a champion with lay on hands so 10 minutes after a fight we were often mostly full up.
That prior game, and the 'module only' group I did on the side with a third group - had the same level of usually 2+ people hitting 0 hp per fight, and almost always one person hitting 0 more than once a fight. So of late I've become very alert to the need for healers AND/OR a strong desire to get someone who understands gaming tactics to be a martial.
I don't know about that. I've done plenty of Severe encounters and no PC has died in one of those yet. I had one die in a situation where the party split up and each group ran into a moderate encounter, and one die on the run from an extreme+ encounter.
Have had some really hairy moderate encounters with a single +2 level enemy, though.
Tactics.The interesting question is why the big difference in our experiences?
I've been repeatedly stuck on a caster in close quarters combats with GMs that would use organized tactics while our martials would split apart or full stride away from the group. Sometimes they'd do it on entering a room and the encounter would happen after they ran a full 2 strides past hidden enemies. Other times they would pick a target way back there and go for it. Sometimes that's been a single boss, other times I've seen them run past bosses to go play in piles of henchmen (blocking caster ability to drop AoEs on those henchmen).
I'm "going nuts back here" because I do have a long past as an MMO tank, raid lead, or otherwise on a raid leadership council were we would debate fight strats and organize coordinated tactics - even in new 'drop day dungeons' where the content was unknown.
So I sit in these groups and try to tell people to not run off, or to protect the backline, or to give me space to drop an AoE... and then on my turn I drop electric arc again unless the threats that were ignored have rushed to back where I am...