I’m not really sure why posts from June are being dredged back up. I hope it’s not time to have yet another round of arguments over Pathfinder 2e again. The theme of these posts seems to be about diminishing (or denying!) a style of play that’s different from the presumed default (balanced encounter story play). The proposed alternate style has different values, so judging it by the presumed default ones makes no sense. It’s like complaining that Dragonlance isn’t a dungeon crawl. It’s not; that’s the point.
The approach that’s being described is very much Combat as War. Engaging with the dungeon and exploration are interesting acts in their own right. Rigging things in your favor is the point. You’re not supposed to have fair fights if that’s at all possible. The same is true for the proposed escape procedure. Escape is a release valve, so the party can push its luck but not be unfairly punished if they get in over their heads (or reinforcements prove unmanageable). The only reason I can see for insisting that escape be run in encounter mode is to constrain the discussion so that any such proposals necessarily can’t work.
If you are describing "how I want my D&D to work" that's entirely fine.
I'm just saying Pathfinder 2 is not ideal for that mode of play.
You might want unfair fights to work, and escape to be possible. I don't see how it can be done without the GM easing off and not using the rules as written to their full extent, however.
What i mean is, yes, of course any game can be used for any play style. You can use Pathfinder 2 to enact Alice in Wonderland or just intrigue in the palace or indeed monster island.
But if there's any edition of D&D or Pathfinder that simply isn't geared for "any" adventure in my opinion, it's Pathfinder 2. Think of PF2 as perhaps the most specialized version of D&D there is (that I've come across).
Almost all the effort that Paizo has poured into this game is towards combat.
And a highly ritualized arena-style combat at that, where if the opposition is even slightly too difficult will likely result in PC death.
Nothing about this particular variant of D&D is suited to sandbox play with very varied encounters. As soon as you deviate with long range or unusual terrain or monster groups interacting the meat of the game, it's carefully calibrated - and heavily enforced - balance, goes out the window.
You would not utilize the strengths of PF2 and you would have to manage yourself what the game does not.
I'm not saying you can't make it happen. Heck, I could make it happen!
But why would I? I'm saying I would strongly recommend a looser version of D&D for it.
"You" here isn't personally directed at you Kenada. I'm addressing any newcomers that are using our posts to decide if PF2 is for them.