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Is Pathfinder Combat As Slow as 4e?
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<blockquote data-quote="Celtavian" data-source="post: 5407288" data-attributes="member: 5834"><p>Not supposed to do anything significant in my opinion. You want your powerful wizard or fighter to be able to kill a 1000 of them with minimal threat. That's the feel a 15th to 20th level character should have. He should be one of the most fearsome beings walking the land in a high fantasy campaign.</p><p></p><p></p><p></p><p>I would narrate out such an encounter unless I wanted to let the party feel power and annihilate them in a prolonged battle calculating fatigue. They can only kill so many a round. It might add up to the point where they collapse from exhaustion. Or it might be that the mighty BBEG guy sent his army to exhaust party resources. Even for low level guys, spells still need to be spent to destroy them.</p><p></p><p>It can still make for great for xp progression. Like a 1000 CR 1/3 creatures would be about 135000 xp. That would be part of my xp flow calculation for the adventure.</p><p></p><p>And it would make the party feel dang powerful. </p><p></p><p>The fact is that minion-type flexibility is great in <em>Pathfinder</em>. I like more flexibility. </p><p></p><p>As I stated, 4E pulls the curtains back for the players in a way previous editions did not. I much prefer the illusion that <em>Pathfinder</em> creates over the illusion that 4E uses to mask what they do.</p><p></p><p>As in when my wizard is dropping AoE, it may be able to take out little minions, but it's also dang dangerous to more powerful creatures as well. That suits my tastes better than how 4E does it. Never could get it in my head that 2d6+int was powerful AoE even at high level because as a Controller you were supposed to feel powerful killing minions. I much prefer <em>fireballs</em> and <em>lightning bolts</em> that can annihilate giant armies as well kobolds. And I want to know the giants are clearly harder to kill than the kobolds and no lucky farmer with a rock will kill one of them because of that one hit point rule.</p><p></p><p>Suits my sensibilities better.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 5407288, member: 5834"] Not supposed to do anything significant in my opinion. You want your powerful wizard or fighter to be able to kill a 1000 of them with minimal threat. That's the feel a 15th to 20th level character should have. He should be one of the most fearsome beings walking the land in a high fantasy campaign. I would narrate out such an encounter unless I wanted to let the party feel power and annihilate them in a prolonged battle calculating fatigue. They can only kill so many a round. It might add up to the point where they collapse from exhaustion. Or it might be that the mighty BBEG guy sent his army to exhaust party resources. Even for low level guys, spells still need to be spent to destroy them. It can still make for great for xp progression. Like a 1000 CR 1/3 creatures would be about 135000 xp. That would be part of my xp flow calculation for the adventure. And it would make the party feel dang powerful. The fact is that minion-type flexibility is great in [i]Pathfinder[/i]. I like more flexibility. As I stated, 4E pulls the curtains back for the players in a way previous editions did not. I much prefer the illusion that [i]Pathfinder[/i] creates over the illusion that 4E uses to mask what they do. As in when my wizard is dropping AoE, it may be able to take out little minions, but it's also dang dangerous to more powerful creatures as well. That suits my tastes better than how 4E does it. Never could get it in my head that 2d6+int was powerful AoE even at high level because as a Controller you were supposed to feel powerful killing minions. I much prefer [i]fireballs[/i] and [i]lightning bolts[/i] that can annihilate giant armies as well kobolds. And I want to know the giants are clearly harder to kill than the kobolds and no lucky farmer with a rock will kill one of them because of that one hit point rule. Suits my sensibilities better. [/QUOTE]
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