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How is PF2E prep and GMing?
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<blockquote data-quote="kenada" data-source="post: 8005170" data-attributes="member: 70468"><p>Yeah, I touched on it, but that’s worth calling out more explicitly. PF2 is much more generous than 5e about allowing PCs to heal between encounters. It’s closer to PF1 when people had easy access to CLW spam (which makes sense considering the system was designed to eliminate that).</p><p></p><p>Since I’m running an exploration-based game, attrition and resource management are things. The way I handle it is with an eye towards OSE and using the <a href="https://thealexandrian.net/wordpress/7897/roleplaying-games/breathing-life-into-the-wandering-monster" target="_blank">ideas on wandering monsters</a> from the Alexandrian. This is something that works pretty well within the exploration mode framework. The only changes I’ve made are to firm up the duration of exploration turns and roll wandering monster checks regularly.</p><p></p><p>The way I handle attrition is with my wandering monster checks. Specifically, I continue rolling them even while you stop to heal. If I get one, that doesn’t mean a monster attacks you immediately. That’s awful and not very fun. Instead (using the suggestions from the Alexandrian), the dungeon might change based on the roll.</p><p></p><p>Say you’re exploring an old crypt, and you duck into a side room to heal and spike the door so nothing will bother you. I roll “zombies”. You’ve done a pretty good job of securing your hiding place, so I can’t just spring the zombies on you. Also, punishing you for doing the thing expects you to do is lame. Instead, I could decide zombies wander up from deeper in the dungeon, and the areas you cleared might have repopulated again.</p><p></p><p>One might say that repopulating the dungeon is nearly as awful, but that’s only true if you’re not designing your maps for exploration. If you’re using a properly <a href="https://thealexandrian.net/wordpress/13085/roleplaying-games/jaquaying-the-dungeon" target="_blank">Jaquayed</a> map, then there are multiple ways your PCs can explore the dungeon. Those zombies then might just encourage the PCs to explore an area they haven’t yet. <a href="https://thealexandrian.net/wordpress/5/roleplaying-games/re-running-the-megadungeon" target="_blank">This series</a> is what inspired me to use this approach, and it’s a good example of how it plays out at the table.</p><p></p><p>Obviously, if you’re running a story-based game instead of a sandbox-style game, this might not work. For the kinds of dungeons that typically get included in APs, I’m not even sure it’s appropriate. However, if you want something sandboxy (like the OP indicated), then it works pretty well, and PF2 accommodates it nicely.</p></blockquote><p></p>
[QUOTE="kenada, post: 8005170, member: 70468"] Yeah, I touched on it, but that’s worth calling out more explicitly. PF2 is much more generous than 5e about allowing PCs to heal between encounters. It’s closer to PF1 when people had easy access to CLW spam (which makes sense considering the system was designed to eliminate that). Since I’m running an exploration-based game, attrition and resource management are things. The way I handle it is with an eye towards OSE and using the [URL='https://thealexandrian.net/wordpress/7897/roleplaying-games/breathing-life-into-the-wandering-monster']ideas on wandering monsters[/URL] from the Alexandrian. This is something that works pretty well within the exploration mode framework. The only changes I’ve made are to firm up the duration of exploration turns and roll wandering monster checks regularly. The way I handle attrition is with my wandering monster checks. Specifically, I continue rolling them even while you stop to heal. If I get one, that doesn’t mean a monster attacks you immediately. That’s awful and not very fun. Instead (using the suggestions from the Alexandrian), the dungeon might change based on the roll. Say you’re exploring an old crypt, and you duck into a side room to heal and spike the door so nothing will bother you. I roll “zombies”. You’ve done a pretty good job of securing your hiding place, so I can’t just spring the zombies on you. Also, punishing you for doing the thing expects you to do is lame. Instead, I could decide zombies wander up from deeper in the dungeon, and the areas you cleared might have repopulated again. One might say that repopulating the dungeon is nearly as awful, but that’s only true if you’re not designing your maps for exploration. If you’re using a properly [URL='https://thealexandrian.net/wordpress/13085/roleplaying-games/jaquaying-the-dungeon']Jaquayed[/URL] map, then there are multiple ways your PCs can explore the dungeon. Those zombies then might just encourage the PCs to explore an area they haven’t yet. [URL='https://thealexandrian.net/wordpress/5/roleplaying-games/re-running-the-megadungeon']This series[/URL] is what inspired me to use this approach, and it’s a good example of how it plays out at the table. Obviously, if you’re running a story-based game instead of a sandbox-style game, this might not work. For the kinds of dungeons that typically get included in APs, I’m not even sure it’s appropriate. However, if you want something sandboxy (like the OP indicated), then it works pretty well, and PF2 accommodates it nicely. [/QUOTE]
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