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<blockquote data-quote="Staffan" data-source="post: 8795792" data-attributes="member: 907"><p>Low-level potions and elixirs are frickin' useless, particularly given their costs compared to wealth.</p><p></p><p>A 4th level character has about 30 gp in currency and consumables. A minor elixir of life costs 3 gp and heals 1d6, so if you spend all your money on those you get 10d6 of healing, or 35 hp on average. A 4th level frontliner probably has 50-60 hp (8 for ancestry, 12/level for class+Con bonus +2). Or you could go with healing potions, in which case you either have <em>minor healing potions</em> for 4 gp and 1d8 healing (which gets you 7 potions healing 31 hp + 2 spare gp) or <em>lesser healing potions</em> for 12 gp healing 2d8+5 hp (giving you 2 lesser for 28 hp + 2 minor elixirs of life for 7 hp, again a total of 35 gp).</p><p></p><p>IME, the game works pretty smoothly once you get to the mid-levels (7+), where you have had the chance to settle in to your role, get some minor items to help out, start getting the right feats, and so on. But at the lower levels, you don't have that. A 4th level character has three skill feats (one of which is background-based) and one Expert-level skill (unless they're a rogue/investigator). That's the earliest most characters even have a chance of getting Continual Recovery – if you want it earlier, you need to invest heavily into it by e.g. taking the Medic archetype at 2nd level (giving you Expert Medicine) and then using the 2nd level skill feat for it, or by using your 3rd level general feat to take it over something like Canny Acumen, Fleet, or Toughness.</p><p></p><p>I think part of my issue with this is that hit points go up pretty steeply in the early game – going from 20 hp at level 1 to 56 at level 4 is pretty big. But Treat Wounds stays at 2d8 for an average of 9 hp, which is almost half of a frontliner's hp at level 1, but like a 6th at level 4. And sure, IF you've invested in Expert Medicine, you can try for +10 hp, but that ups the DC to 20, which is like a 50% chance.</p><p></p><p>This, IMO, necessitates a slower-paced adventure than a traditional dungeon. Perhaps something like traveling through the wilderness where you might encounter one or two things with a few hours in between them, before reaching your target where you might have two more encounters in fairly rapid succession. Or exploring/patrolling a city, where you could have 3-4 encounters spread out over the course of a day. But look at something like the Corrupted Hermitage in The Show Must Go On. It's intended for 3rd level characters, and there's a pretty strong incentive to do the whole thing in one go (because someone has been kidnapped). And yet, it has 2 Low encounters, 8 Moderate, 2 Severe, and one that can be either Moderate or Severe depending on how things develop.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8795792, member: 907"] Low-level potions and elixirs are frickin' useless, particularly given their costs compared to wealth. A 4th level character has about 30 gp in currency and consumables. A minor elixir of life costs 3 gp and heals 1d6, so if you spend all your money on those you get 10d6 of healing, or 35 hp on average. A 4th level frontliner probably has 50-60 hp (8 for ancestry, 12/level for class+Con bonus +2). Or you could go with healing potions, in which case you either have [I]minor healing potions[/I] for 4 gp and 1d8 healing (which gets you 7 potions healing 31 hp + 2 spare gp) or [I]lesser healing potions[/I] for 12 gp healing 2d8+5 hp (giving you 2 lesser for 28 hp + 2 minor elixirs of life for 7 hp, again a total of 35 gp). IME, the game works pretty smoothly once you get to the mid-levels (7+), where you have had the chance to settle in to your role, get some minor items to help out, start getting the right feats, and so on. But at the lower levels, you don't have that. A 4th level character has three skill feats (one of which is background-based) and one Expert-level skill (unless they're a rogue/investigator). That's the earliest most characters even have a chance of getting Continual Recovery – if you want it earlier, you need to invest heavily into it by e.g. taking the Medic archetype at 2nd level (giving you Expert Medicine) and then using the 2nd level skill feat for it, or by using your 3rd level general feat to take it over something like Canny Acumen, Fleet, or Toughness. I think part of my issue with this is that hit points go up pretty steeply in the early game – going from 20 hp at level 1 to 56 at level 4 is pretty big. But Treat Wounds stays at 2d8 for an average of 9 hp, which is almost half of a frontliner's hp at level 1, but like a 6th at level 4. And sure, IF you've invested in Expert Medicine, you can try for +10 hp, but that ups the DC to 20, which is like a 50% chance. This, IMO, necessitates a slower-paced adventure than a traditional dungeon. Perhaps something like traveling through the wilderness where you might encounter one or two things with a few hours in between them, before reaching your target where you might have two more encounters in fairly rapid succession. Or exploring/patrolling a city, where you could have 3-4 encounters spread out over the course of a day. But look at something like the Corrupted Hermitage in The Show Must Go On. It's intended for 3rd level characters, and there's a pretty strong incentive to do the whole thing in one go (because someone has been kidnapped). And yet, it has 2 Low encounters, 8 Moderate, 2 Severe, and one that can be either Moderate or Severe depending on how things develop. [/QUOTE]
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