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Paizo's 'The Abomination Vaults' Pathinder AP Coming to 5E
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<blockquote data-quote="Azgulor" data-source="post: 8591214" data-attributes="member: 14291"><p>In no particular order:</p><ul> <li data-xf-list-type="ul">Pathfinder makes it very easy to adjust and scale things with the creature/NPC-builder. So, even if I were adhering to the idea of a "static sandbox" where content levels don't adjust - I don't, btw - I can adjust encounters on the fly.</li> <li data-xf-list-type="ul">Exploration Mode provides enough mechanical meat to keep wilderness exploration / sandbox play interesting.</li> <li data-xf-list-type="ul">Critical successes & failures being baked into the core mechanics of skills allow for a wider range of outcomes than pass/fail, which can apply to all aspects of sandbox play.</li> <li data-xf-list-type="ul">The number of healing options available has been expanded. Mostly, this has been done without requiring gamist-mechanics via things like improved role of Medicine as a skill, extracts, potions, as well as magical methods. Although, in fairness, I would definitely relegate Battlefield Medicine to the gamist column where short/long rests live. This alleviates the 15-min adventuring day but PF2 combat & healing still provides enough grittiness that some wounds last for days (or at least longer than the end of an encounter).</li> <li data-xf-list-type="ul">Level guidance/CR of creatures seems to be more accurate than other editions of PF & D&D. Still a guideline and I don't run "assume everything is balanced to your PCs' levels" in any case.</li> </ul><p></p><p>All of my PF campaigns are sandbox games. My most frequently-occurring game is two-players. Sometimes they have NPC henchmen or other allies, but often they don't. Tactics play a large part and Pathfinder gives them scads of meaningful options, both in player abilities as well as via the 3-action economy and PF combat tactics. Sometimes they can punch above their weight class, sometimes their foes have the edge. Both since switching to PF2, I've been able to run the purist sandbox campaigns that I ever have. I don't think that's 100% due to the game mechanics, but they definitely aren't an inhibitor in any way.</p></blockquote><p></p>
[QUOTE="Azgulor, post: 8591214, member: 14291"] In no particular order: [LIST] [*]Pathfinder makes it very easy to adjust and scale things with the creature/NPC-builder. So, even if I were adhering to the idea of a "static sandbox" where content levels don't adjust - I don't, btw - I can adjust encounters on the fly. [*]Exploration Mode provides enough mechanical meat to keep wilderness exploration / sandbox play interesting. [*]Critical successes & failures being baked into the core mechanics of skills allow for a wider range of outcomes than pass/fail, which can apply to all aspects of sandbox play. [*]The number of healing options available has been expanded. Mostly, this has been done without requiring gamist-mechanics via things like improved role of Medicine as a skill, extracts, potions, as well as magical methods. Although, in fairness, I would definitely relegate Battlefield Medicine to the gamist column where short/long rests live. This alleviates the 15-min adventuring day but PF2 combat & healing still provides enough grittiness that some wounds last for days (or at least longer than the end of an encounter). [*]Level guidance/CR of creatures seems to be more accurate than other editions of PF & D&D. Still a guideline and I don't run "assume everything is balanced to your PCs' levels" in any case. [/LIST] All of my PF campaigns are sandbox games. My most frequently-occurring game is two-players. Sometimes they have NPC henchmen or other allies, but often they don't. Tactics play a large part and Pathfinder gives them scads of meaningful options, both in player abilities as well as via the 3-action economy and PF combat tactics. Sometimes they can punch above their weight class, sometimes their foes have the edge. Both since switching to PF2, I've been able to run the purist sandbox campaigns that I ever have. I don't think that's 100% due to the game mechanics, but they definitely aren't an inhibitor in any way. [/QUOTE]
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Paizo's 'The Abomination Vaults' Pathinder AP Coming to 5E
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