@!DWolf I appreciate the lengthy post and all the math. You put a lot of time and effort into informing us.
My problem is that the second scenario you presented must be considered the ideal circumstance to deal with a common encounter in PF2. It requires - to my mind - either god-like system mastery, knowledge of the adventure, or supernatural good luck. To have a character get a great Stealth check, be able to roll a tremendous Recall Knowledge check about the exact type of creature (which I think is actually not following RAW about what information a GM gives away about creatures' weaknesses, etc), be able to view the creatures without giving away position by light sources/etc, to be able to formulate an entire party-strategy completely quietly to not give away position, etc.
You are talking about absolute ideal circumstances. In an average, run-of-the-mill encounter, like what happens in nearly every room in Abomination Vaults, this would seem both exhausting and improbable.
I've read and prepped Abomination Vaults. The "try to talk" is usually some empty excuse for role-playing. "Sacrifice yourself to be eaten by the ghouls or prepare to die!" is legitimately presented as a choice players can choose to make.
The copy and paste phrase "they fight to the death" came up so much I lost count. The idea that there is meaningful roleplaying opportunities in that AP is grossly overestimated.
But what if the ranger rolls very low (and doesn’t have or want to spend a hero point)? Well, you as a GM are in charge of running the world and making it respond with verisimilitude. Look at things from the demons point of view: you are training your dinos, and over their growls and talons scrabbling on the floor, you think you hear a noise in the hall. Do you assume that is just the other cultists moving in and out of the temple (as they frequently do) or a band of adventurers come to kill the cult? Meta: do you move hard against the players or soft against the players and, based on the circumstances, are you justified in making that decision? So in these circumstances I would judge that the demon would quiet down the dinosaurs and come investigate but he’s not going to be stealthy about it (because it’s probably just cultists) and the ranger will hear it. So the ranger gets to take another action. He could set up an ambush, pretend to be a cultist (not likely to succeed because he has horrible cha but he can try), or simply hide or sneak away. The game loop continues as each side tries to eek out an advantage. (Note that this action is exactly what the group wants when they are stealthing in, so in that situation they only actually fail in their goals on a 6 or less).
That is of course mechanically what happens, but let’s look at it through the players perspective. You are playing a ranger who’s good at stealth. You know kicking in doors with no knowledge of what’s on the other side leads to death. You are at the entrance to the temple looking into the courtyard. What do you do? Obviously for me it’s: I have the other characters cover me (from outside the room) while I sneak inside looking for traps and/or tracks. I then sneak around to the various doors and look in or listen at them to figure out what’s going on. So that’s what I had the ranger do in the example. It doesn’t require system mastery or even being that lucky. It just requires immersion into the mindset of a character who’s job it is to try and safely do very dangerous things and who is sneaky.
Shrug.Except, as has been noted before, many people don't seem to have this problem outside those specific APS. So unless you'd like to explain how that's true if its an intrinsic issue with the core, I think I'm standing by my opinion.
If you consider it "exceedingly harsh" to give advice that avoids TPKs at the table, that's on you.I don't know of any official game manual that provides the correct answer to any and every conceivable scenario within it's system. Either there is no published system that meets your exceedingly harsh standards
The fact remains:In particular, balancing multiple overlapping encounters has needed to be eyeballed in, well, every game, and I'm not even referring to just D&D derivatives. I'm not convinced its actually possible to do encounter guidelines that won't require that, but that's no reason to not have ones that work in more encapsulated encounters.
I am sorry these people are trying to invalidate your experience.This is the AP we flamed out on. Too many sever/extreme encounters and the PCs felt largely ineffective. To bring it back to the topic we also had issues with the between encounters mini game with encounter powers and healing.
Nope, still there.Based on my experiences with the Paizo boards, people aren't shy about their TPKs and body counts. The various threads on the APs used to have obituary topics where people posted the stories of how PCs met their grisly ends. Did that fall out of vogue?
just because you cope alright doesn't mean all criticism is groundless.But like I said, Retreater, how do you explain our group's success?
Yeah, we're a little better off than the routine characters because we're hybrids, but we're also playing in AoA with its overtuned elements, and while being hybrids ups your options, it doesn't terribly up your overall power.
Sometimes we're very much on our game and everyone acts like a well oiled machine. And sometimes I'm distracted and forget to use some of my Champion tricks and don't pay attention to the overall battle, sometimes my wife gets impatient and just has her character do whatever she feels like at the moment (which may well be whatever irritation has directed her to), sometimes our investigator/witch player has to just show off, and sometimes the oracle/sorcerer's player has to just stay back away from things because she might have a faint chance of getting hurt and therefor doesn't get to apply her sorcerous powers or healing effectively.
But we still get through. If you absolutely, positively have to being right on top of everything, how do we manage?
Some people just can't accept their chosen favorite game can have real impactful flaws.
just because you cope alright doesn't mean all criticism is groundless.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.