Cult of Cinders (Age of Ashes 2) was mostly a hexcrawl, albeit one with a direction ("Go find and destroy these things and then deal with the real bad guys"). That worked fine, but was limited in scope.This is a hot take, but I just dont think PF2 does mega dungeons or sandbox play well.
I can totally see that in PF2.Cult of Cinders (Age of Ashes 2) was mostly a hexcrawl, albeit one with a direction ("Go find and destroy these things and then deal with the real bad guys"). That worked fine, but was limited in scope.
I don't think PF2 can do wide-open sandbox very well, but it could probably do a reasonable facsimile of the Quest for Glory series: a series of smaller sandboxes and once you outgrow one, you move on to the next.
Cult of Cinders (Age of Ashes 2) was mostly a hexcrawl, albeit one with a direction ("Go find and destroy these things and then deal with the real bad guys"). That worked fine, but was limited in scope.
I don't think PF2 can do wide-open sandbox very well, but it could probably do a reasonable facsimile of the Quest for Glory series: a series of smaller sandboxes and once you outgrow one, you move on to the next.
Agreed. This is not unique to PF2.
Either way though, I think main pro and con of AV is that its classic mega dungeon. Which means deadly encounters, really deadly hazards and etc. On level 1-3 of pathfinder 2e, minibosses are painfully hard because you don't have hp or resources to deal with them safely, so I would really prefer it if paizo instead focused on mook encounters on those levels, but they don't really do that for most part.
Yep, that is true. I guess I just don't let it bother me much, regardless of ridiculous it can be some times.
Cult of Cinders (Age of Ashes 2) was mostly a hexcrawl, albeit one with a direction ("Go find and destroy these things and then deal with the real bad guys"). That worked fine, but was limited in scope.
I don't think PF2 can do wide-open sandbox very well, but it could probably do a reasonable facsimile of the Quest for Glory series: a series of smaller sandboxes and once you outgrow one, you move on to the next.
What I gathered from previous discussions on the topic is the possible encounter band is simply wound way too tight in PF2. Instead of level +4, folks would like more in the range of level +6-8 which aligns with older RPG systems. Seems PWL variant can help achieve this.I honestly think that PF2 can do sandbox fine, but I feel like everyone has their own idea of what sandboxing really is. Like, is sandboxing being able to do anything, run into anything, and having the possibility to win regardless? Or is it that you can potentially run into unwinnable stuff and have to extricate yourself from the situation? How much signposting do you want? Do you feel like your players should do research/recon on a place they are going beforehand? Like most of the RPG space, these are generally very individualized answers.