Im not sure if its changed in PF2 era or not, but PF1 era AP early levels were excellent. There was enough room to make interesting combat, exploration, and social encounters. However, the sheer amount of resources the PCs are capable of collecting and getting via leveling up meant later modules were packed with combat at expense of everything else.For my preference, there's too many combats that are also too long in standard PF AP modules. I'd prune them down to something like a 32 page adventure of 3rd edition and prior.
In PF1, APs started at level 1 and went on to level whatever things ended up at. In PF2, there's been a mandate that APs go to 20 (or 10 for 3-part APs that start with 1), because that's how high the system goes.Im not sure if its changed in PF2 era or not, but PF1 era AP early levels were excellent. There was enough room to make interesting combat, exploration, and social encounters. However, the sheer amount of resources the PCs are capable of collecting and getting via leveling up meant later modules were packed with combat at expense of everything else.
Ok... but do the modules go from being balanced across encounter types to combat heavy as they rise in number?In PF1, APs started at level 1 and went on to level whatever things ended up at. In PF2, there's been a mandate that APs go to 20 (or 10 for 3-part APs that start with 1), because that's how high the system goes.
What PF1 APs did not go to level 20?In PF1, APs started at level 1 and went on to level whatever things ended up at.
All of them if I am remembering correctly. Some stopped around level 14 and others around level 16 or so. The final module often had an entire "continuing the campaign" section with ideas on how to get to 20. The reason for this is what I hinted at as how difficult it was to write high level adventures in 3E/PF1.What PF1 APs did not go to level 20?