Yes.Do the published adventures follow that table?
Yes.Do the published adventures follow that table?
That’s good to hear.Yes.
I've run only three official adventures, but none of them seemed regularly to include defined activities that would've used these simple DCs. I'm guessing they assume the GM can use those DCs on-the-fly to resolve actions their players attempt that aren't typical in playtests. That type of guidance and freedom with the rules is something I like.Do the published adventures follow that table?
This was one of the other issues for me too. Even after a year of running PF2, I never felt like I had a mastery of the system. The way the CRB was organized and written was not helpful for me in practice.The more we discuss PF2, I am finding my biggest issue might be the presentation of the CRB. For example, I remember the chart for levelled DCs not this Simple DCs chart. Because the Simple DCs chart takes up less room, it doesn't get as much attention, and I am not clear when to use which chart.
There's a bit of both, to be honest. The treadmill is definitely there, but it's not everywhere. But it is there in every actual encounter. You want to Recall Knowledge about those things you're fighting? Better hope you're specialized in the relevant knowledge skill and/or Lore. You don't want to be killed dead by a trap? Better have a ranger or rogue in the party to spot it, and hope someone's pumped Thievery to the max in order to have even a reasonable chance of success.How is this handled in published adventures? My understanding was that PF2 adventures did in fact follow the treadmill @Staffan describes, but I have not looked myself.
Careful, the passive aggression is showing-- but more specifically its related in so far as an evaluation of the system as a whole probably shouldn't be dependent on the skill of whoever happened to write a particular book of a particular adventure. A lack of simple DCs in them might be valid criticism of the adventures, but a less than valid criticism of the system as a whole, that includes them at the top of the page where the leveled DC chart can be found for a reason.Ok, so what your discussing doesn’t directly relate to what the OP is discussing. Got it - thanks!
I agree!Careful, the passive aggression is showing-- but more specifically its related in so far as an evaluation of the system as a whole probably shouldn't be dependent on the skill of whoever happened to write a particular book of a particular adventure. A lack of simple DCs in them might be valid criticism of the adventures, but a less than valid criticism of the system as a whole, that includes them at the top of the page where the leveled DC chart can be found for a reason.
Yeah, being over fatigued by boss encounters might be what I'm experiencing from my recent foray into PF2. I do wonder how waves of enemies can or cant work in PF2. Also, how to spice up environments more, maybe have some hazards on the battlefield something to spice it up?
It's at least good to see that people are passionate enough about Pathfinder to discuss how to make it more to each player's taste. That says something about the core game experience.
Maybe one of these days I'll take part in a game of it that isn't as much of an experiment and more just experiencing the game.
This is potentially true if you have one character versus a full level+2 hazard, but encounters are meant to be for a group? So we can assume a group of people. Just for fun, I'll use my containment specialist wizard as an example. She's level 9 wizard and professional dancer, so has good dex, but only trained thievery, so +15 (+11 Trained, +3 dex, +1 item). Nowhere near a specialist.Traps are a bit of a special case because they suffer from pushing difficulty classes in two ways. Traps are designed to have higher DCs than the normal level chart, for some reason. Then complex traps count as a same-level creature when building an encounter. But a "standard" encounter against same-level creatures are against two foes, so if you're going to have a trap as the thing in an encounter it will be level+2 which means even a hyper-specialist is in big trouble. An 8th level character would max out Thievery at +19 or so (+14 Master, +4 Dex, +1 Item), and a level 10 trap would have a Disable DC of 32.)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.