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Pathfinder 2e: Actual Play Experience
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<blockquote data-quote="CapnZapp" data-source="post: 7924829" data-attributes="member: 12731"><p>Well, without level to proficiency, you would have to increase the level gap between a "boss" and a party, much like you do in 5E.</p><p></p><p>A Vampire Count, for instance, is a pretty common choice for a "boss monster". If we look at select abilities, we have:</p><p></p><p>Armor Class 27</p><p>Melee Claw +18</p><p>Dominate DC 26</p><p></p><p>Without level to profiency, the monster is brought down to earth, as it were (it's level 9)</p><p>Armor Class 18</p><p>Melee Claw +9</p><p>Dominate DC 17</p><p></p><p>Does this mean it is now suitable for low-level heroes? Well, no, since it still got 110 hit points with fast healing 10 and resistance 10 (against weapon attacks from low-level heroes). This is still insurmountable.</p><p></p><p>Very very roughly I would say the variant doubles the level range. If an encounter previously was deemed of "severe" difficulty when it was three levels over the party level, I would now deem an encounter six levels over the party as severe.</p><p></p><p></p><p></p><p>So yes, the dynamic changes. Single powerful creatures lose some of their edge. On the other hand, large numbers of previously trivially easy foes gain some edge. </p><p></p><p>I really don't see any game-breaking issues here (and I certainly don't see any magical hidden properties of the game that simply doesn't work without level to proficiency), but again, I haven't tried the variant.</p><p></p><p>I do see adventure-path-breaking issues, however. It isn't as simple as "previously hard BBEG fights now become easy" and "previously easy mook fights now become hard", since that would imply the overall challenge hasn't changed and therefore that you don't really need to modify published APs.</p><p></p><p>While the overall challenge might not change on average, the extremes disappear*: When the easy and hard fights disappear, fun loses out. So you do need to modify published APs.</p><p><em>*) mostly; there might be previously hard fights against lots of mooks that now become impossible</em></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7924829, member: 12731"] Well, without level to proficiency, you would have to increase the level gap between a "boss" and a party, much like you do in 5E. A Vampire Count, for instance, is a pretty common choice for a "boss monster". If we look at select abilities, we have: Armor Class 27 Melee Claw +18 Dominate DC 26 Without level to profiency, the monster is brought down to earth, as it were (it's level 9) Armor Class 18 Melee Claw +9 Dominate DC 17 Does this mean it is now suitable for low-level heroes? Well, no, since it still got 110 hit points with fast healing 10 and resistance 10 (against weapon attacks from low-level heroes). This is still insurmountable. Very very roughly I would say the variant doubles the level range. If an encounter previously was deemed of "severe" difficulty when it was three levels over the party level, I would now deem an encounter six levels over the party as severe. So yes, the dynamic changes. Single powerful creatures lose some of their edge. On the other hand, large numbers of previously trivially easy foes gain some edge. I really don't see any game-breaking issues here (and I certainly don't see any magical hidden properties of the game that simply doesn't work without level to proficiency), but again, I haven't tried the variant. I do see adventure-path-breaking issues, however. It isn't as simple as "previously hard BBEG fights now become easy" and "previously easy mook fights now become hard", since that would imply the overall challenge hasn't changed and therefore that you don't really need to modify published APs. While the overall challenge might not change on average, the extremes disappear*: When the easy and hard fights disappear, fun loses out. So you do need to modify published APs. [I]*) mostly; there might be previously hard fights against lots of mooks that now become impossible[/I] [/QUOTE]
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