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Pathfinder 2E - does it play better than it looks at first glance + guides/resources for new DMs
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<blockquote data-quote="payn" data-source="post: 8630925" data-attributes="member: 90374"><p>The big thing to pay attention to is the challenge rating when making content or using published stuff. Unlike previous editions, I find the CR to be very accurate in PF2.</p><p></p><p>The below is from the PF2 SRD. Severe/extreme encounters are in the +3-4 party level range are very difficult. These make excellent solo encounters and boss fights, but should be used sparingly, in my opinion. The reason for that is the PCs will have very low chance of scoring a critical and many of their abilities will be sidelined. These fights force teamwork and are challenging but can make the PCs seem weak. </p><p></p><p><strong><em>Trivial-threat</em></strong><em> encounters are so easy that the characters have essentially no chance of losing; they shouldn’t even need to spend significant resources unless they are particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so don’t ignore them just because of the lack of threat.</em></p><p><em></em></p><p><em><strong>Low-threat</strong> encounters present a veneer of difficulty and typically use some of the party’s resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously threatened.</em></p><p><em></em></p><p><em><strong>Moderate-threat</strong> encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting.</em></p><p><em></em></p><p><em><strong>Severe-threat</strong> encounters are the hardest encounters most groups of characters can consistently defeat. These encounters are most appropriate for important moments in your story, such as confronting a final boss. Bad luck, poor tactics, or a lack of resources due to prior encounters can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open.</em></p><p><em></em></p><p><em><strong>Extreme-threat</strong> encounters are so dangerous that they are likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses. An extreme threat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork.</em></p><p></p><p>Healing/rest is another aspect that is a bit different in PF2. You still have the cleric/druid/bard dynamic, but any character can take a medicine or healer feat. Fights expect players at full health in PF2 and the mini game around healing can be a major headache. Its not uncommon for players asking how many 10 min breaks they can take. I tend to just handwave it if the players can rest for 10-30 min without worry, they just heal up (assuming they have the spells and abilities to do so).</p></blockquote><p></p>
[QUOTE="payn, post: 8630925, member: 90374"] The big thing to pay attention to is the challenge rating when making content or using published stuff. Unlike previous editions, I find the CR to be very accurate in PF2. The below is from the PF2 SRD. Severe/extreme encounters are in the +3-4 party level range are very difficult. These make excellent solo encounters and boss fights, but should be used sparingly, in my opinion. The reason for that is the PCs will have very low chance of scoring a critical and many of their abilities will be sidelined. These fights force teamwork and are challenging but can make the PCs seem weak. [B][I]Trivial-threat[/I][/B][I] encounters are so easy that the characters have essentially no chance of losing; they shouldn’t even need to spend significant resources unless they are particularly wasteful. These encounters work best as warm-ups, palate cleansers, or reminders of how awesome the characters are. A trivial-threat encounter can still be fun to play, so don’t ignore them just because of the lack of threat. [B]Low-threat[/B] encounters present a veneer of difficulty and typically use some of the party’s resources. However, it would be rare or the result of very poor tactics for the entire party to be seriously threatened. [B]Moderate-threat[/B] encounters are a serious challenge to the characters, though unlikely to overpower them completely. Characters usually need to use sound tactics and manage their resources wisely to come out of a moderate-threat encounter ready to continue on and face a harder challenge without resting. [B]Severe-threat[/B] encounters are the hardest encounters most groups of characters can consistently defeat. These encounters are most appropriate for important moments in your story, such as confronting a final boss. Bad luck, poor tactics, or a lack of resources due to prior encounters can easily turn a severe-threat encounter against the characters, and a wise group keeps the option to disengage open. [B]Extreme-threat[/B] encounters are so dangerous that they are likely to be an even match for the characters, particularly if the characters are low on resources. This makes them too challenging for most uses. An extreme threat encounter might be appropriate for a fully rested group of characters that can go all-out, for the climactic encounter at the end of an entire campaign, or for a group of veteran players using advanced tactics and teamwork.[/I] Healing/rest is another aspect that is a bit different in PF2. You still have the cleric/druid/bard dynamic, but any character can take a medicine or healer feat. Fights expect players at full health in PF2 and the mini game around healing can be a major headache. Its not uncommon for players asking how many 10 min breaks they can take. I tend to just handwave it if the players can rest for 10-30 min without worry, they just heal up (assuming they have the spells and abilities to do so). [I] [/I] [/QUOTE]
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