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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="The-Magic-Sword" data-source="post: 8525951" data-attributes="member: 6801252"><p>I've occasionally had scenarios where PCs didn't have time between encounters to heal over the last 3 years and the game worked fine, I feel like its something that you can do sometimes to challenge the PCs in a different sort of way and it'll be fun, but not something you would do constantly. </p><p></p><p>I've done it by having a second encounter wave into the tail end of the first, and by giving them only a minute between some minions and a boss, both worked fine, the second especially wasn't a problem because it was <em>plenty</em> of time for someone to whip out a healing spell or a consumable potion. The first was actually an interesting little challenge in terms of the party having to make space for themselves to regroup, and make some value judgements about how to use their actions and resources. The game does intentionally include options that mainly have utility for encounters that stack this way, Form Retention for Druids. Engagement range makes a lot of difference too, because if foes can't bring their full force to bear on the party without wasting time moving up (or has to use worse ranged attacks) then the party gets that time to regroup.</p><p></p><p>I think a good way to put a lot of the tightness in Pathfinder 2e is that its there is you want it, but the system is still plenty robust enough that your party has tools to deal with a variety of situations-- even a conventionally difficult encounter is going to hit different depending on how many actions moving around actually takes, or how foes are grouped up, or how ruthless your tactics are. In my experience this generally means you have more 'control' because you have guidelines to fall back on, or reverse engineer, but you can still break those rules to bring your game in fun directions. Like, we have a very well integrated magic item system, but ABP or Masterwork items can just replace it if you don't want to hand out a bunch of magic items right?</p><p></p><p>I reverse engineered the wealth by level table to create a 'spend gold to level' system, simply by taking the normal wealth for a single PC to get over the course of a level and making that the requirement to level, but then tripling the treasure by encounter table values to use as dungeon treasure guidelines (in other words, it costs the wealth they would normally get to level, but I'm placing three times as much wealth in the world to compensate, but then its a sandbox so they're unlikely to find all 300%) my point bringing this up is that the game is super flexible once you start getting comfortable with what the default is and how it works, you can flex it in all kinds of little ways-- including encounters and resting, to relate it back to the thread discussion.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8525951, member: 6801252"] I've occasionally had scenarios where PCs didn't have time between encounters to heal over the last 3 years and the game worked fine, I feel like its something that you can do sometimes to challenge the PCs in a different sort of way and it'll be fun, but not something you would do constantly. I've done it by having a second encounter wave into the tail end of the first, and by giving them only a minute between some minions and a boss, both worked fine, the second especially wasn't a problem because it was [I]plenty[/I] of time for someone to whip out a healing spell or a consumable potion. The first was actually an interesting little challenge in terms of the party having to make space for themselves to regroup, and make some value judgements about how to use their actions and resources. The game does intentionally include options that mainly have utility for encounters that stack this way, Form Retention for Druids. Engagement range makes a lot of difference too, because if foes can't bring their full force to bear on the party without wasting time moving up (or has to use worse ranged attacks) then the party gets that time to regroup. I think a good way to put a lot of the tightness in Pathfinder 2e is that its there is you want it, but the system is still plenty robust enough that your party has tools to deal with a variety of situations-- even a conventionally difficult encounter is going to hit different depending on how many actions moving around actually takes, or how foes are grouped up, or how ruthless your tactics are. In my experience this generally means you have more 'control' because you have guidelines to fall back on, or reverse engineer, but you can still break those rules to bring your game in fun directions. Like, we have a very well integrated magic item system, but ABP or Masterwork items can just replace it if you don't want to hand out a bunch of magic items right? I reverse engineered the wealth by level table to create a 'spend gold to level' system, simply by taking the normal wealth for a single PC to get over the course of a level and making that the requirement to level, but then tripling the treasure by encounter table values to use as dungeon treasure guidelines (in other words, it costs the wealth they would normally get to level, but I'm placing three times as much wealth in the world to compensate, but then its a sandbox so they're unlikely to find all 300%) my point bringing this up is that the game is super flexible once you start getting comfortable with what the default is and how it works, you can flex it in all kinds of little ways-- including encounters and resting, to relate it back to the thread discussion. [/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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