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Looks like I will be running a PF2e game in a few weeks...suggestions?
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<blockquote data-quote="Retreater" data-source="post: 8285387" data-attributes="member: 42040"><p>[USER=4348]@GreyLord[/USER] , thanks for reminding me of your experiences. I remember reading those original threads now that you've linked to them.</p><p></p><p>So I would say a few things regarding challenge. As a GM, I don't think the combats have been "that difficult" (my players might have a different opinion). Part of the reason for this is that there is no time pressure and very little cooperation amongst the denizens of the areas. After each fight it's assumed the party "full heals." So while an individual combat may seem scary, with big damage being thrown about, within 10 minutes in the game, everyone is fine. The town is also around a mile from the dungeon, with a well-patrolled and safe road back to Otari. Once you get out of the dungeon, take all the downtime you need to heal, craft, etc. There is no time pressure whatsoever by the default storyline (in Book 1, at least - I'm not sure if that changes).</p><p></p><p>Concerning the opening battles, without too many spoilers, they are against weak, cowardly humanoids who don't even want to fight the party - just pull pranks on them. This will likely lead to more roleplaying situations than straight up combat, and it encourages the party to approach the dungeon less like murder hobos. (However, this theme quickly evaporates after the initial few rooms of the dungeons.) </p><p></p><p>If you find your group is having difficulty with the encounters and not able to hit, I'd first make sure all their character sheets' math is correct (adding the right ability score modifier, proficiency bonus, etc.) If they are still missing too frequently (keep in mind that Pathfinder 2 doesn't have the bonded accuracy of 5e, so missing is more common), go ahead and drop the ACs and other defenses by a point or two, and the HP as well if combats are going too long. </p><p></p><p>As someone who tried to run a PF2 Adventure Path as a theoretical game design playtest, I can tell you it wasn't a good experience. The fun of everyone at the table (including you) is infinitely more important than strict adherence to the rules. Personally, I haven't found the encounters dragging on too long in my current game, but all groups are different.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8285387, member: 42040"] [USER=4348]@GreyLord[/USER] , thanks for reminding me of your experiences. I remember reading those original threads now that you've linked to them. So I would say a few things regarding challenge. As a GM, I don't think the combats have been "that difficult" (my players might have a different opinion). Part of the reason for this is that there is no time pressure and very little cooperation amongst the denizens of the areas. After each fight it's assumed the party "full heals." So while an individual combat may seem scary, with big damage being thrown about, within 10 minutes in the game, everyone is fine. The town is also around a mile from the dungeon, with a well-patrolled and safe road back to Otari. Once you get out of the dungeon, take all the downtime you need to heal, craft, etc. There is no time pressure whatsoever by the default storyline (in Book 1, at least - I'm not sure if that changes). Concerning the opening battles, without too many spoilers, they are against weak, cowardly humanoids who don't even want to fight the party - just pull pranks on them. This will likely lead to more roleplaying situations than straight up combat, and it encourages the party to approach the dungeon less like murder hobos. (However, this theme quickly evaporates after the initial few rooms of the dungeons.) If you find your group is having difficulty with the encounters and not able to hit, I'd first make sure all their character sheets' math is correct (adding the right ability score modifier, proficiency bonus, etc.) If they are still missing too frequently (keep in mind that Pathfinder 2 doesn't have the bonded accuracy of 5e, so missing is more common), go ahead and drop the ACs and other defenses by a point or two, and the HP as well if combats are going too long. As someone who tried to run a PF2 Adventure Path as a theoretical game design playtest, I can tell you it wasn't a good experience. The fun of everyone at the table (including you) is infinitely more important than strict adherence to the rules. Personally, I haven't found the encounters dragging on too long in my current game, but all groups are different. [/QUOTE]
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Looks like I will be running a PF2e game in a few weeks...suggestions?
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