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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="Thomas Shey" data-source="post: 8417835" data-attributes="member: 7026617"><p>Knowing the turf isn't enough, though. Consider other issues: are the opponents going to assume they aren't being lead into a trap? Lead away so someone else can raid their home? At risk of being overextended because not all of them respond instantly?</p><p></p><p>I don't think it is particularly realistic to assume that flight is more likely to fail than not, barring some special cases (i.e. when the situation was an ambush in the first place). Maybe it works out, maybe it doesn't, and speed and familiarity with the area are only part of the issue (I don't assume the PCs weren't paying attention on the way in and don't have some kind of a retreat route in mind, even if they don't specifically do the pixel-picking old thing of briefing me on it).</p><p></p><p></p><p></p><p>This assumes the PCs have to retreat often. They shouldn't. I've been gaming for 40 years and I can think of it having been necessary a number of times I can count on the fingers one one hand. Yeah, if they had to retreat often they'd be bound to fail sooner or later; the law of large numbers ensures that.</p><p></p><p>But the gig is, they don't even try often very much because they perceive GMs have the attitude that its a massive failure state, and if that's the case, they might as well fight to the bitter end. Hard to see how that's in any way a virtue.</p><p></p><p></p><p></p><p>The problem is that if you follow it too much, none of that helps; carltrops can be run around (again, this isn't just a dungeon/building issue), fog cloud can be run through in one move (and frankly, if that's sufficient a copse of trees or a hill should do; even if the locals know it, do they know where the PCs went when they went around it?) and it all slows you down to boot since games don't usually let you do that at speed.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8417835, member: 7026617"] Knowing the turf isn't enough, though. Consider other issues: are the opponents going to assume they aren't being lead into a trap? Lead away so someone else can raid their home? At risk of being overextended because not all of them respond instantly? I don't think it is particularly realistic to assume that flight is more likely to fail than not, barring some special cases (i.e. when the situation was an ambush in the first place). Maybe it works out, maybe it doesn't, and speed and familiarity with the area are only part of the issue (I don't assume the PCs weren't paying attention on the way in and don't have some kind of a retreat route in mind, even if they don't specifically do the pixel-picking old thing of briefing me on it). This assumes the PCs have to retreat often. They shouldn't. I've been gaming for 40 years and I can think of it having been necessary a number of times I can count on the fingers one one hand. Yeah, if they had to retreat often they'd be bound to fail sooner or later; the law of large numbers ensures that. But the gig is, they don't even try often very much because they perceive GMs have the attitude that its a massive failure state, and if that's the case, they might as well fight to the bitter end. Hard to see how that's in any way a virtue. The problem is that if you follow it too much, none of that helps; carltrops can be run around (again, this isn't just a dungeon/building issue), fog cloud can be run through in one move (and frankly, if that's sufficient a copse of trees or a hill should do; even if the locals know it, do they know where the PCs went when they went around it?) and it all slows you down to boot since games don't usually let you do that at speed. [/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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