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General Tabletop Discussion
*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: 8413720" data-attributes="member: 42040"><p>Sadly, I don't remember what classes were being played. This was close to 2 years ago, and there have been many characters between then and now. </p><p>I do recall the party being focused on melee, with the party fighter getting dropped very quickly.</p><p>But talk about a solid way to kill the enthusiasm for a new campaign using a new RPG system. </p><p>Not only has the adventure design been bad, I'd say it's been <em>irresponsible - </em>if that concept even makes sense in RPG writing. </p><p>If I were writing one of the first adventures that would be used to sell a new edition for a game system that is already going against the juggernaut that is 5e, you can darned well bet that I wouldn't be writing something with an extreme challenge encounter that can't be avoided in the middle of the first quest.</p><p>What were they thinking? It's like giving a young kid a video game controller and expecting him to beat Dark Souls.</p><p></p><p>Here's some of the very basic adventure design stuff Paizo should have followed (especially in their first AP adventure) ...</p><p>1) Extreme/deadly encounters should be well telegraphed, out of the way, not necessary to progress in the dungeon</p><p>2) Encounters that can't be stacked together shouldn't be connected by a simple door UNLESS you clearly tell the GM to not stack them and then give a good reason they aren't stackable in the fiction (e.g.: "these two factions hate each other and won't come to the aid of the other side.")</p></blockquote><p></p>
[QUOTE="Retreater, post: 8413720, member: 42040"] Sadly, I don't remember what classes were being played. This was close to 2 years ago, and there have been many characters between then and now. I do recall the party being focused on melee, with the party fighter getting dropped very quickly. But talk about a solid way to kill the enthusiasm for a new campaign using a new RPG system. Not only has the adventure design been bad, I'd say it's been [I]irresponsible - [/I]if that concept even makes sense in RPG writing. If I were writing one of the first adventures that would be used to sell a new edition for a game system that is already going against the juggernaut that is 5e, you can darned well bet that I wouldn't be writing something with an extreme challenge encounter that can't be avoided in the middle of the first quest. What were they thinking? It's like giving a young kid a video game controller and expecting him to beat Dark Souls. Here's some of the very basic adventure design stuff Paizo should have followed (especially in their first AP adventure) ... 1) Extreme/deadly encounters should be well telegraphed, out of the way, not necessary to progress in the dungeon 2) Encounters that can't be stacked together shouldn't be connected by a simple door UNLESS you clearly tell the GM to not stack them and then give a good reason they aren't stackable in the fiction (e.g.: "these two factions hate each other and won't come to the aid of the other side.") [/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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