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General Tabletop Discussion
*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
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<blockquote data-quote="CapnZapp" data-source="post: 8099260" data-attributes="member: 12731"><p>I could be wrong, but this reads as a comment on D&D and rpgs in general, not as a direct reply to the situation in Pathfinder 2, specifically on official adventures.</p><p></p><p>Frankly, I believe that if you just play one or three official Paizo adventures you will quickly be disabused of that notion. You don't <em>have</em> to be at full health, but it helps <em>much more</em> than in any comparable D&D game.</p><p></p><p>With just a little bad luck even the strongest Fighter can go from max to zero hp in a single round. If he started out at half, there is a considerable risk the monsters could down a second character as well. This can spell disaster, since even the best Cleric has limits on how much she can heal - especially if several party members need to be healed simultaneously.</p><p></p><p>My experiences are clear: going into even a "Low" encounter at half health can quickly turn into a nightmarish fight, where the party needs to expend all available resources just to come up on top. </p><p></p><p>In stark contrast, going into the same encounter fully topped up significantly decrease the risk of entering "emergency mode" where you need to stop coasting along (using your unlimited actions and cantrips) to go all-in, that is novaing (using up consumables, magic item abilities, and your best spells - including Heal) just to survive.</p><p></p><p>I have GMed a lot of D&D adventures, and I am absolutely used to being able to use time constraints to spice up the adventure so I fully get where you're coming from. But I have found that this pretty much <em>does not work</em> in PF2.</p><p></p><p>There IS a way to express "you're beat up but heroically keep moving" but it doesn't involve adventuring at half hp. Instead it involves the usage of Conditions (such as Fatigued or Drained).</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8099260, member: 12731"] I could be wrong, but this reads as a comment on D&D and rpgs in general, not as a direct reply to the situation in Pathfinder 2, specifically on official adventures. Frankly, I believe that if you just play one or three official Paizo adventures you will quickly be disabused of that notion. You don't [I]have[/I] to be at full health, but it helps [I]much more[/I] than in any comparable D&D game. With just a little bad luck even the strongest Fighter can go from max to zero hp in a single round. If he started out at half, there is a considerable risk the monsters could down a second character as well. This can spell disaster, since even the best Cleric has limits on how much she can heal - especially if several party members need to be healed simultaneously. My experiences are clear: going into even a "Low" encounter at half health can quickly turn into a nightmarish fight, where the party needs to expend all available resources just to come up on top. In stark contrast, going into the same encounter fully topped up significantly decrease the risk of entering "emergency mode" where you need to stop coasting along (using your unlimited actions and cantrips) to go all-in, that is novaing (using up consumables, magic item abilities, and your best spells - including Heal) just to survive. I have GMed a lot of D&D adventures, and I am absolutely used to being able to use time constraints to spice up the adventure so I fully get where you're coming from. But I have found that this pretty much [I]does not work[/I] in PF2. There IS a way to express "you're beat up but heroically keep moving" but it doesn't involve adventuring at half hp. Instead it involves the usage of Conditions (such as Fatigued or Drained). [/QUOTE]
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