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Paizo's 'The Abomination Vaults' Pathinder AP Coming to 5E
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<blockquote data-quote="Staffan" data-source="post: 8598892" data-attributes="member: 907"><p>To be fair, I think you have gotten better at it, and it's really common that the early adventures of version N+1 are designed as if they're version N adventures, because the writers are still feeling the system out and, as you say, the very first adventures are written without the full rules available. I've skimmed Kindled Magic, and it's a lot better than The Show Must Go On in that regard.</p><p></p><p>As for dungeon length and time pressure, in The Show Must Go On in particular:</p><p>[SPOILER]Once the circus show is over, the PCs are strongly encouraged to explore the area around the camp to look for clues about the killer, and even once they've found them they're pressured by the Professor and other crew to explore some more to make certain the camp is safe – in other words, clear out the dungeon. Even if the floor is dirt and grass, the camp area is a dungeon. And later when the PCs get to the corrupted hermitage, there's the pressure of a hostage as well as a dungeon full of intelligent opponents who would reasonably react to PCs making hit-and-run attacks. So both those dungeons have a pretty strong push for getting it done-in-one. The Erran Tower is also full of intelligent opponents, but at least there's not the immediate threat of a hostage being sacrificed.[/SPOILER]</p><p></p><p>And yes, PF2 is significantly better than PF1 when it comes to partial party resets between encounters, but the big helper in that regard (Treat Wounds) takes a few levels to come into its own with Rapid Recovery and possibly Ward Medic plus getting decent bonuses to Medicine. So it doesn't help as much when the PCs have to deal with 8 encounters (plus whatever you needed to do during the actual performance) in a single night.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8598892, member: 907"] To be fair, I think you have gotten better at it, and it's really common that the early adventures of version N+1 are designed as if they're version N adventures, because the writers are still feeling the system out and, as you say, the very first adventures are written without the full rules available. I've skimmed Kindled Magic, and it's a lot better than The Show Must Go On in that regard. As for dungeon length and time pressure, in The Show Must Go On in particular: [SPOILER]Once the circus show is over, the PCs are strongly encouraged to explore the area around the camp to look for clues about the killer, and even once they've found them they're pressured by the Professor and other crew to explore some more to make certain the camp is safe – in other words, clear out the dungeon. Even if the floor is dirt and grass, the camp area is a dungeon. And later when the PCs get to the corrupted hermitage, there's the pressure of a hostage as well as a dungeon full of intelligent opponents who would reasonably react to PCs making hit-and-run attacks. So both those dungeons have a pretty strong push for getting it done-in-one. The Erran Tower is also full of intelligent opponents, but at least there's not the immediate threat of a hostage being sacrificed.[/SPOILER] And yes, PF2 is significantly better than PF1 when it comes to partial party resets between encounters, but the big helper in that regard (Treat Wounds) takes a few levels to come into its own with Rapid Recovery and possibly Ward Medic plus getting decent bonuses to Medicine. So it doesn't help as much when the PCs have to deal with 8 encounters (plus whatever you needed to do during the actual performance) in a single night. [/QUOTE]
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