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*Pathfinder & Starfinder
Pathfinder 2e: is it RAW or RAI to always take 10 minutes and heal between encounters?
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<blockquote data-quote="Retreater" data-source="post: 8413554" data-attributes="member: 42040"><p>True, and I usually present it as an option. Even don't always have enemies pursue fleeing characters (as was referenced in an earlier post about my AV campaign). But when players don't want to retreat, when their characters think they can turn the tide of battle, or have a heroic last stand, or they just drop too quickly to be able to organize an escape - all those are problem situations that happen very frequently (in all TTRPGs). </p><p>Also replacing half a party after a partial TPK (HPK?) is still awkward, breaks continuity, and is demoralizing for all players who are invested in their characters' arcs and place in the campaign.</p><p>When I ran Age of Ashes, the story didn't matter because of the frequent character deaths. When I ran Abomination Vaults, the story didn't matter because there was effectively no story to begin with. </p><p>So, as I've said before (and hopefully demonstrated in this thread) Paizo has created a ruleset that actively works against their own Adventure Path format - which is their top money maker. </p><p>In this way, PF2 was a design blunder. It staggered out of the starting gate with a terrible demo adventure, subpar standalone modules, and a half-cocked AP. Just like 4e was hamstrung by terrible adventures early in its release cycle, PF2 may not get a "second chance to make a first impression" (to use an old product slogan).</p></blockquote><p></p>
[QUOTE="Retreater, post: 8413554, member: 42040"] True, and I usually present it as an option. Even don't always have enemies pursue fleeing characters (as was referenced in an earlier post about my AV campaign). But when players don't want to retreat, when their characters think they can turn the tide of battle, or have a heroic last stand, or they just drop too quickly to be able to organize an escape - all those are problem situations that happen very frequently (in all TTRPGs). Also replacing half a party after a partial TPK (HPK?) is still awkward, breaks continuity, and is demoralizing for all players who are invested in their characters' arcs and place in the campaign. When I ran Age of Ashes, the story didn't matter because of the frequent character deaths. When I ran Abomination Vaults, the story didn't matter because there was effectively no story to begin with. So, as I've said before (and hopefully demonstrated in this thread) Paizo has created a ruleset that actively works against their own Adventure Path format - which is their top money maker. In this way, PF2 was a design blunder. It staggered out of the starting gate with a terrible demo adventure, subpar standalone modules, and a half-cocked AP. Just like 4e was hamstrung by terrible adventures early in its release cycle, PF2 may not get a "second chance to make a first impression" (to use an old product slogan). [/QUOTE]
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Pathfinder 2e: is it RAW or RAI to always take 10 minutes and heal between encounters?
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