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How is PF2E prep and GMing?
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<blockquote data-quote="Celtavian" data-source="post: 8005433" data-attributes="member: 5834"><p>So far my group's attrition has been limited by in-combat healing and spell resources, much like PF1. At high level in PF1 hit points were not a measure of attrition, it was always combat healing and spells, same as now. The only change is the method by which you heal. Whereas in PF1 you usually cast low level, cheap healing spells from wands or potions or even more powerful healing spells or cleric channeling to get people back up quickly, the adventuring day ended when spells run out or everything in the area was dead. So I don't see that as a change other than going from using wands, cure light wounds pots, cleric channeling, and heal spells to the medicine skill. You have far fewer spell slots than you did in PF1 and is in fact more of a problem than it was in PF1 where even seriously injuring a caster at high level was an astounding feat and stopping a well built PF1 healer like a life oracle was not a very good expenditure of enemy resources, while at the same time that healer made the group nearly unstoppable. I used to watch enemy teams try to kill the life oracle healer only to see them waste a ton of actions to kill what wasn't easily killed giving the PCs plenty of extra damaging attacks to take them out.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 8005433, member: 5834"] So far my group's attrition has been limited by in-combat healing and spell resources, much like PF1. At high level in PF1 hit points were not a measure of attrition, it was always combat healing and spells, same as now. The only change is the method by which you heal. Whereas in PF1 you usually cast low level, cheap healing spells from wands or potions or even more powerful healing spells or cleric channeling to get people back up quickly, the adventuring day ended when spells run out or everything in the area was dead. So I don't see that as a change other than going from using wands, cure light wounds pots, cleric channeling, and heal spells to the medicine skill. You have far fewer spell slots than you did in PF1 and is in fact more of a problem than it was in PF1 where even seriously injuring a caster at high level was an astounding feat and stopping a well built PF1 healer like a life oracle was not a very good expenditure of enemy resources, while at the same time that healer made the group nearly unstoppable. I used to watch enemy teams try to kill the life oracle healer only to see them waste a ton of actions to kill what wasn't easily killed giving the PCs plenty of extra damaging attacks to take them out. [/QUOTE]
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