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How is PF2E prep and GMing?
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<blockquote data-quote="kenada" data-source="post: 8005046" data-attributes="member: 70468"><p>I’m running a sandbox hexcrawl. Exploration mode works pretty well for exploration-type games. I combine it with <a href="https://www.reddit.com/r/Pathfinder2e/comments/deb2bo/running_a_hexcrawl_in_pathfinder_2e_or_how_i/" target="_blank">some ideas</a> from <a href="https://thealexandrian.net/wordpress/17308/roleplaying-games/hexcrawl" target="_blank">the Alexandrian</a> and Old-School Essentials to good effect.</p><p></p><p>Actually running the game is not too bad, but even after running it since release (about 12 sessions) I find myself sometimes missing trait interactions. My players also have trouble keeping their character sheets straight, which has been a source of frustrating, but there are tools for mitigating that. I like the Proficiency without Level rules. I think they help give me more options in terms of creature variety, but I don’t seem to get much agreement whenever I suggest that.</p><p></p><p>You mention encounter building in a subsequent post. PF2’s encounter building math is pretty solid. By all accounts, it works all the way up to even high levels. It’s really the case that creatures with levels higher than the PCs are dangerous, and ones significantly higher levels are significantly dangerous. It’s worth noting that PF2 doesn’t provide any advice on encounter pacing. It’s not like 5e where it assumes (wrongly) that an adventuring day is some number of encounters long. I like to use <a href="https://thealexandrian.net/wordpress/38547/roleplaying-games/the-art-of-the-key-part-4-adversary-rosters" target="_blank">adversary rosters</a>, so I tend to favor a mix of smaller encounters with occasional big creatures, but you can also favor moderate and tough encounters as long as the PCs are savvy and have downtime to heal and recover.</p><p></p><p>I agree with the suggestions to start with the creatures in the books. The <em>Bestiary 2</em> just came out. Both it and the <em>Bestiary</em> are good books, but the <em>Bestiary 2</em> really helped flesh out the roster with some creatures that were missing. Designing custom creatures and hazards isn’t difficult. The <em>Gamemastery Guide</em> has all you need to do that, but it’s very open-ended. The procedures are essentially just benchmarks you should meet in terms of creature power. That’s makes it much easier if you have a vision already, or you want to tweak or convert something, but it can make building one up from scratch a little more difficult.</p></blockquote><p></p>
[QUOTE="kenada, post: 8005046, member: 70468"] I’m running a sandbox hexcrawl. Exploration mode works pretty well for exploration-type games. I combine it with [URL='https://www.reddit.com/r/Pathfinder2e/comments/deb2bo/running_a_hexcrawl_in_pathfinder_2e_or_how_i/']some ideas[/URL] from [URL='https://thealexandrian.net/wordpress/17308/roleplaying-games/hexcrawl']the Alexandrian[/URL] and Old-School Essentials to good effect. Actually running the game is not too bad, but even after running it since release (about 12 sessions) I find myself sometimes missing trait interactions. My players also have trouble keeping their character sheets straight, which has been a source of frustrating, but there are tools for mitigating that. I like the Proficiency without Level rules. I think they help give me more options in terms of creature variety, but I don’t seem to get much agreement whenever I suggest that. You mention encounter building in a subsequent post. PF2’s encounter building math is pretty solid. By all accounts, it works all the way up to even high levels. It’s really the case that creatures with levels higher than the PCs are dangerous, and ones significantly higher levels are significantly dangerous. It’s worth noting that PF2 doesn’t provide any advice on encounter pacing. It’s not like 5e where it assumes (wrongly) that an adventuring day is some number of encounters long. I like to use [URL='https://thealexandrian.net/wordpress/38547/roleplaying-games/the-art-of-the-key-part-4-adversary-rosters']adversary rosters[/URL], so I tend to favor a mix of smaller encounters with occasional big creatures, but you can also favor moderate and tough encounters as long as the PCs are savvy and have downtime to heal and recover. I agree with the suggestions to start with the creatures in the books. The [I]Bestiary 2[/I] just came out. Both it and the [I]Bestiary[/I] are good books, but the [I]Bestiary 2[/I] really helped flesh out the roster with some creatures that were missing. Designing custom creatures and hazards isn’t difficult. The [I]Gamemastery Guide[/I] has all you need to do that, but it’s very open-ended. The procedures are essentially just benchmarks you should meet in terms of creature power. That’s makes it much easier if you have a vision already, or you want to tweak or convert something, but it can make building one up from scratch a little more difficult. [/QUOTE]
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