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PF2: Second Attempt Post Mortem
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<blockquote data-quote="Retreater" data-source="post: 8394722" data-attributes="member: 42040"><p>The table height was not defined, but I reasoned it wasn't higher than 3 ft. The issue was that the rule that you don't have to roll for that height of jump was lost (to me) and all I could find was the rule for high jump. So I saw it as THE rule for all vertical jumping. Two rules for essentially the same thing can confuse a GM.</p><p></p><p></p><p>Not exactly sure it was a 90 HP fireball specifically because it's been several weeks, but we'd see different spell/ability criticals get in the 70-80 HP range every so often, and it was nasty. </p><p>The -10/+10 critical rule seems to work against the party more often than it works against the enemies overall. This is because it's typically worse when characters feel outmatched and hopeless than when your enemies are a little bit of a pushover.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8394722, member: 42040"] The table height was not defined, but I reasoned it wasn't higher than 3 ft. The issue was that the rule that you don't have to roll for that height of jump was lost (to me) and all I could find was the rule for high jump. So I saw it as THE rule for all vertical jumping. Two rules for essentially the same thing can confuse a GM. Not exactly sure it was a 90 HP fireball specifically because it's been several weeks, but we'd see different spell/ability criticals get in the 70-80 HP range every so often, and it was nasty. The -10/+10 critical rule seems to work against the party more often than it works against the enemies overall. This is because it's typically worse when characters feel outmatched and hopeless than when your enemies are a little bit of a pushover. [/QUOTE]
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PF2: Second Attempt Post Mortem
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