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<blockquote data-quote="Thomas Shey" data-source="post: 8726191" data-attributes="member: 7026617"><p>Yup. We got a bit close a couple times to the latter (with my own character in fact, but the fact he was the guy out there deliberately attracting the hits was going to make him the most likely to skate near that than anyone else). I've actually expressed the opinion that in general its probably proportionately easier to get a TPK than an individual death in PF2e because of how death is handled; there are a few types of opponents that do odd things, but unless the opponents are actively executing the downed rather than, you know, dealing with the people actually throwing trouble at them, a downed character isn't particularly likely to die. But of course if everyone goes down, well...but we never even got close to that. I'd guess it was just the fact we had two healers in the part that could do things tactically in that regard (and one wasn't even doing so spell-based).</p><p></p><p></p><p></p><p>That honestly seems an excellent idea. A friend of mine was running PF2e for another group we play with, and they really didn't like it, and a big part of it was the thing I referenced in design--he was throwing a whole lot of +2 and +3 level encounters at them with a few +1s, and I suspect its because his instinct was till lodged in the D&D3e days (though that group did a lot of 4e, which was probably the D&D edition closest to PF2e in that the encounter math mostly also worked there). He's outright admitted their bad experience was probably his fault.</p><p></p><p>My own feeling is that I'd probably try to do a curve with most being in the -1 to +1 range with occasional gusts to higher or lower (though this is difficult at the bottom because there's just not that many level -2 encounters available to throw at first level characters).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8726191, member: 7026617"] Yup. We got a bit close a couple times to the latter (with my own character in fact, but the fact he was the guy out there deliberately attracting the hits was going to make him the most likely to skate near that than anyone else). I've actually expressed the opinion that in general its probably proportionately easier to get a TPK than an individual death in PF2e because of how death is handled; there are a few types of opponents that do odd things, but unless the opponents are actively executing the downed rather than, you know, dealing with the people actually throwing trouble at them, a downed character isn't particularly likely to die. But of course if everyone goes down, well...but we never even got close to that. I'd guess it was just the fact we had two healers in the part that could do things tactically in that regard (and one wasn't even doing so spell-based). That honestly seems an excellent idea. A friend of mine was running PF2e for another group we play with, and they really didn't like it, and a big part of it was the thing I referenced in design--he was throwing a whole lot of +2 and +3 level encounters at them with a few +1s, and I suspect its because his instinct was till lodged in the D&D3e days (though that group did a lot of 4e, which was probably the D&D edition closest to PF2e in that the encounter math mostly also worked there). He's outright admitted their bad experience was probably his fault. My own feeling is that I'd probably try to do a curve with most being in the -1 to +1 range with occasional gusts to higher or lower (though this is difficult at the bottom because there's just not that many level -2 encounters available to throw at first level characters). [/QUOTE]
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