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PF2: Second Attempt Post Mortem
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8394642" data-attributes="member: 6801252"><p>My group can pretty consistently take on higher level foes in encounters, the reason its ok to take so much damage from that fireball spell is because that's already 2 of Team Monster's 3 actions (and I say 3 actions because if its a higher level enough to be facing that kind of power, the encounter budget won't give it friends) so then the players have a full round to patch themselves up, and fight back-- my players tend to prefer a dedicated healer for this reason although I suspect it could be handled otherwise, since they face harder encounters on average (since they also optimize pretty heavily and our adventuring days go to about 3 actual fights most of the time, in addition to 'other stuff' plus they're kinda slow so I tend to use a single conflict with a big group of mooks, rather than lots of little mook encounters to speed things up.)</p><p></p><p>We actually really love the feel level creates, my players love the feeling of meaningful progression as they move from a monster being difficult to being easy on a per monster basis, and I love how it creates meaningful and desperate solo encounters. Its also easy to tune to taste, by either offsetting the party's level by +1 or +2, or simply staying away from the higher end of the budget.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8394642, member: 6801252"] My group can pretty consistently take on higher level foes in encounters, the reason its ok to take so much damage from that fireball spell is because that's already 2 of Team Monster's 3 actions (and I say 3 actions because if its a higher level enough to be facing that kind of power, the encounter budget won't give it friends) so then the players have a full round to patch themselves up, and fight back-- my players tend to prefer a dedicated healer for this reason although I suspect it could be handled otherwise, since they face harder encounters on average (since they also optimize pretty heavily and our adventuring days go to about 3 actual fights most of the time, in addition to 'other stuff' plus they're kinda slow so I tend to use a single conflict with a big group of mooks, rather than lots of little mook encounters to speed things up.) We actually really love the feel level creates, my players love the feeling of meaningful progression as they move from a monster being difficult to being easy on a per monster basis, and I love how it creates meaningful and desperate solo encounters. Its also easy to tune to taste, by either offsetting the party's level by +1 or +2, or simply staying away from the higher end of the budget. [/QUOTE]
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PF2: Second Attempt Post Mortem
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