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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: 8533625" data-attributes="member: 42040"><p>I think you were close to getting to some story. We ended during the 4th level of the dungeon, and I think by the end of the first book it starts coming together a little more. By then most players in our group seemed ready to move on, from Abomination Vaults and PF2 overall.</p><p>It's difficult to illustrate examples without getting into spoiler territory, but if you'll remember the last fight we did with that magic user who was a little "different" - he had a pretty engaging backstory and connection to the big bad of the AP. But how does a GM convey that to his players? Just stop the fight and explain the story (which is like a page of text) in a cut scene? Make the clues even more obvious and have "master plan" journals lying around? </p><p>Now if I were writing the adventure, I'd have made the enemy caster less "different" - you would've been able to clearly see that he had a connection to the previous inhabitants, maybe making him someone who missed his previous life and eager to talk to the party, trying to regain his humanity (elf-dom?) </p><p>Having other NPCs willing to share information with the party instead of just "they offer to imprison the party if they surrender so they can eat them and sacrifice them to their evil god - if the offer is refused they fight to the death" type of encounters. </p><p>That's an example of the failing I saw in Abomination Vaults.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8533625, member: 42040"] I think you were close to getting to some story. We ended during the 4th level of the dungeon, and I think by the end of the first book it starts coming together a little more. By then most players in our group seemed ready to move on, from Abomination Vaults and PF2 overall. It's difficult to illustrate examples without getting into spoiler territory, but if you'll remember the last fight we did with that magic user who was a little "different" - he had a pretty engaging backstory and connection to the big bad of the AP. But how does a GM convey that to his players? Just stop the fight and explain the story (which is like a page of text) in a cut scene? Make the clues even more obvious and have "master plan" journals lying around? Now if I were writing the adventure, I'd have made the enemy caster less "different" - you would've been able to clearly see that he had a connection to the previous inhabitants, maybe making him someone who missed his previous life and eager to talk to the party, trying to regain his humanity (elf-dom?) Having other NPCs willing to share information with the party instead of just "they offer to imprison the party if they surrender so they can eat them and sacrifice them to their evil god - if the offer is refused they fight to the death" type of encounters. That's an example of the failing I saw in Abomination Vaults. [/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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