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Pathfinder 2e: Actual Play Experience
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<blockquote data-quote="kenada" data-source="post: 7927782" data-attributes="member: 70468"><p>I’m running a homebrew sandbox hexcrawl. While the monster that TPK’d my group may have been a little overtuned (I need to review that), my players used disastrously bad tactics.</p><p></p><p>It was a gray ooze, which splits in two when it takes piercing or slashing damage. The monk not only charged straight in to slug it out with the ooze (effectively punching himself to death), the rogue used Twin Feint, which spawned two more oozes. The alchemist basically wasted his turn hanging back and doing nothing, afraid of getting one-shot by the monster. That was not unreasonable because an ooze blew up the rogue (did more than double the rogue’s max HP, so instadeath) right after that. They’d already killed one by kiting it, so <img class="smilie smilie--emoji" alt="🤷🏻" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f937-1f3fb.png" title="Person shrugging: light skin tone :person_shrugging_tone1:" data-shortname=":person_shrugging_tone1:" loading="lazy" width="64" height="64" />.</p><p></p><p>As an aside, while I don’t agree with CapnZapp completely on the issues with Recall Knowledge, I do agree there is a problem with how it works in combat. The alchemist had failed his Recall Knowledge on the gray ooze, so the PCs didn’t know anything about the acid damage, splitting, or constriction abilities. The way the DC scales doesn’t make sense (a level 3 DC for a 1st level character is pretty hard). I’m looking at homebrewing the DC to be based on a hierarchy of information modified by rarity, using simple DCs and going from more general to more specific.</p><p></p><p>When I ran the mock version using proficiency without level, the biggest improvements were being able to crit the ooze more easily and the save DCs of its effects were more makeable by the PCs. This resulted in the PCs killing the ooze more quickly and being able avoid some of the additional acid damage from hitting it or being constricted by it. And that’s in spite of my trying to use the same awful tactics.</p><p></p><p></p><p>I agree they could have simplified conditions (though it’s not that bad, and I can see an argument for keeping the evocative names). The other thing still trips me up. I like how I don’t have to memorize exceptions for various things, but I sometimes forget a trait and make a ruling allowing something that shouldn’t be. The official GM screen could really do a better job of organizing the basic actions and including all the information one needs to make a ruling. It’s on my list of things I need to homebrew myself….</p></blockquote><p></p>
[QUOTE="kenada, post: 7927782, member: 70468"] I’m running a homebrew sandbox hexcrawl. While the monster that TPK’d my group may have been a little overtuned (I need to review that), my players used disastrously bad tactics. It was a gray ooze, which splits in two when it takes piercing or slashing damage. The monk not only charged straight in to slug it out with the ooze (effectively punching himself to death), the rogue used Twin Feint, which spawned two more oozes. The alchemist basically wasted his turn hanging back and doing nothing, afraid of getting one-shot by the monster. That was not unreasonable because an ooze blew up the rogue (did more than double the rogue’s max HP, so instadeath) right after that. They’d already killed one by kiting it, so 🤷🏻. As an aside, while I don’t agree with CapnZapp completely on the issues with Recall Knowledge, I do agree there is a problem with how it works in combat. The alchemist had failed his Recall Knowledge on the gray ooze, so the PCs didn’t know anything about the acid damage, splitting, or constriction abilities. The way the DC scales doesn’t make sense (a level 3 DC for a 1st level character is pretty hard). I’m looking at homebrewing the DC to be based on a hierarchy of information modified by rarity, using simple DCs and going from more general to more specific. When I ran the mock version using proficiency without level, the biggest improvements were being able to crit the ooze more easily and the save DCs of its effects were more makeable by the PCs. This resulted in the PCs killing the ooze more quickly and being able avoid some of the additional acid damage from hitting it or being constricted by it. And that’s in spite of my trying to use the same awful tactics. I agree they could have simplified conditions (though it’s not that bad, and I can see an argument for keeping the evocative names). The other thing still trips me up. I like how I don’t have to memorize exceptions for various things, but I sometimes forget a trait and make a ruling allowing something that shouldn’t be. The official GM screen could really do a better job of organizing the basic actions and including all the information one needs to make a ruling. It’s on my list of things I need to homebrew myself…. [/QUOTE]
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