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How is PF2E prep and GMing?
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<blockquote data-quote="Celtavian" data-source="post: 8006395" data-attributes="member: 5834"><p>I still believe it is far easier to harry a party in PF2 than it was in PF1. In Pf1 it took rounds to heal up to full. You could heal an entire party up to full using wands, potions, and channeling within a matter of rounds or minutes. In 5E it does require a short rest to get some hit points back or you can rely on pop up healing if you have people with healing word or cure light wounds. It depends. We never had a lot of trouble healing up in 5E.</p><p></p><p>If you want to create attrition in PF2, all you have to do is not give them hours of downtime. In 10 minutes they cannot get back that many hit points. They literally need hours as you stated to get back hit points from a low number, especially if they level.</p><p></p><p>I'm not seeing how it that different than other versions of the game. For all of 3E it was not hard to get people back up in hit points. It wasn't hard to keep people up or dominate in 5E.</p><p></p><p>Dave's main advantage in this regard seems less about the rules and more about playing with players that don't tend to optimize for combat. If his players do the same thing in PF2, then he won't have much of a problem with attrition. In fact, he might accidentally kill more players using his 0 hit point rule and playing with players who never play clerics, bards, or druids who heal.</p><p></p><p>All I know is I would have no trouble building attrition encounters in PF2. It's easier to me than previous editions of D&D even with medicine, especially so at higher levels.</p><p></p><p>I built a life oracle in PF1 that could heal an entire party in combat to full 12 to 14 times a day. That doesn't even include using channeling or CLW wands. She had high hit points being Con-focused and light form that made her immune to crits and a lot of other things. She was far more powerful as a healer than anything in PF2 or 5E and attrition was a non-issue in PF1 unless you built your party really poorly.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 8006395, member: 5834"] I still believe it is far easier to harry a party in PF2 than it was in PF1. In Pf1 it took rounds to heal up to full. You could heal an entire party up to full using wands, potions, and channeling within a matter of rounds or minutes. In 5E it does require a short rest to get some hit points back or you can rely on pop up healing if you have people with healing word or cure light wounds. It depends. We never had a lot of trouble healing up in 5E. If you want to create attrition in PF2, all you have to do is not give them hours of downtime. In 10 minutes they cannot get back that many hit points. They literally need hours as you stated to get back hit points from a low number, especially if they level. I'm not seeing how it that different than other versions of the game. For all of 3E it was not hard to get people back up in hit points. It wasn't hard to keep people up or dominate in 5E. Dave's main advantage in this regard seems less about the rules and more about playing with players that don't tend to optimize for combat. If his players do the same thing in PF2, then he won't have much of a problem with attrition. In fact, he might accidentally kill more players using his 0 hit point rule and playing with players who never play clerics, bards, or druids who heal. All I know is I would have no trouble building attrition encounters in PF2. It's easier to me than previous editions of D&D even with medicine, especially so at higher levels. I built a life oracle in PF1 that could heal an entire party in combat to full 12 to 14 times a day. That doesn't even include using channeling or CLW wands. She had high hit points being Con-focused and light form that made her immune to crits and a lot of other things. She was far more powerful as a healer than anything in PF2 or 5E and attrition was a non-issue in PF1 unless you built your party really poorly. [/QUOTE]
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