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<blockquote data-quote="GreyLord" data-source="post: 8182068" data-attributes="member: 4348"><p>If I recall, they made the passages VERY NARROW in the Dungeon. There is not much room to move around. Hence, when the rats came out, they all attacked the first guy that was basically standing there. Two of them hit immediately. None of us could hit their AC...AT ALL, even with missile weapons. Second round, the first PC dies and the rats move on to the next one. </p><p></p><p>We noticed something in the combats with PF2e, we consistently would miss...a LOT. Looking at the math, most of the Characters will need a 12 or better to hit, which means that you are going to be missing 3 out of every 5 rolls.</p><p></p><p>The Rats on the other hand have a +7 to hit, and will hit even the pre-generated characters (which had a HIGHER AC in general than the ones we created) on an 11 or better. For the others you are looking at a roll of 8 and 9 to hit. (for us, the rats needed an 8 to hit most of us, with one being a 6 or 7 (can't recall off the top of my head) but that one was normally in the back). This mean that the odds of the rats hitting us were exactly the same odds as us missing them, and as we would miss more than they would hit, they would hit us more than they would miss us. (PS: and I mentioned it below, that yes, it was also easier for them to crit us. The bonus they have to hit is basically an unfair advantage in many ways in that first fight).</p><p></p><p>No area to really maneuver in the Dungeon, plus the enemies have a much greater chance to hit, means that with the narrow corridors you face in the game, you are constantly going to have who ever is in front being hit far more often then the party hits the enemy. With 4 enemies against a party of 4, you are going to have a LOT MORE damage dealt to the party, and since in many areas you can only have one or two that are in front, there's no one else to spread the damage out between in horrible situations where you end up with one character being able to be hit from multiple angles, but the others not being able to maneuver into being able to hit the enemy in the same manner.</p><p></p><p>This is more a problem with the opening dungeon though that comes with the box (Plaguestone had a few like this, but not as bad in general) because it gives no room for real tactics or maneuvering. It's too closed in. The system is designed so you can have more mobility, but the dungeon/adventure provided really does a terrible job of enabling this.</p><p></p><p>The BIGGEST problem though, is that they made the enemies too hard to hit while making it much easier for enemies to hit us. That leads to uneven and unfair fights for beginning players. Furthermore, it is EASIER (with the way PF2e does crits) for the players to be critically hit by the Rats, then for the players to actually critically hit the enemies. In fact, in some cases it is nigh impossible for the PC's the crit the Rats, but the enemies only needing an 18 or 19 makes it much more likely for the enemies to crit the PCs.</p></blockquote><p></p>
[QUOTE="GreyLord, post: 8182068, member: 4348"] If I recall, they made the passages VERY NARROW in the Dungeon. There is not much room to move around. Hence, when the rats came out, they all attacked the first guy that was basically standing there. Two of them hit immediately. None of us could hit their AC...AT ALL, even with missile weapons. Second round, the first PC dies and the rats move on to the next one. We noticed something in the combats with PF2e, we consistently would miss...a LOT. Looking at the math, most of the Characters will need a 12 or better to hit, which means that you are going to be missing 3 out of every 5 rolls. The Rats on the other hand have a +7 to hit, and will hit even the pre-generated characters (which had a HIGHER AC in general than the ones we created) on an 11 or better. For the others you are looking at a roll of 8 and 9 to hit. (for us, the rats needed an 8 to hit most of us, with one being a 6 or 7 (can't recall off the top of my head) but that one was normally in the back). This mean that the odds of the rats hitting us were exactly the same odds as us missing them, and as we would miss more than they would hit, they would hit us more than they would miss us. (PS: and I mentioned it below, that yes, it was also easier for them to crit us. The bonus they have to hit is basically an unfair advantage in many ways in that first fight). No area to really maneuver in the Dungeon, plus the enemies have a much greater chance to hit, means that with the narrow corridors you face in the game, you are constantly going to have who ever is in front being hit far more often then the party hits the enemy. With 4 enemies against a party of 4, you are going to have a LOT MORE damage dealt to the party, and since in many areas you can only have one or two that are in front, there's no one else to spread the damage out between in horrible situations where you end up with one character being able to be hit from multiple angles, but the others not being able to maneuver into being able to hit the enemy in the same manner. This is more a problem with the opening dungeon though that comes with the box (Plaguestone had a few like this, but not as bad in general) because it gives no room for real tactics or maneuvering. It's too closed in. The system is designed so you can have more mobility, but the dungeon/adventure provided really does a terrible job of enabling this. The BIGGEST problem though, is that they made the enemies too hard to hit while making it much easier for enemies to hit us. That leads to uneven and unfair fights for beginning players. Furthermore, it is EASIER (with the way PF2e does crits) for the players to be critically hit by the Rats, then for the players to actually critically hit the enemies. In fact, in some cases it is nigh impossible for the PC's the crit the Rats, but the enemies only needing an 18 or 19 makes it much more likely for the enemies to crit the PCs. [/QUOTE]
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