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Regarding the complexity of Pathfinder 2
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<blockquote data-quote="CapnZapp" data-source="post: 8101544" data-attributes="member: 12731"><p>Well, I understand and agree to much of what you say... except the "there's no danger" part.</p><p></p><p>But my comment here and now is "Everything is interconnected."</p><p></p><p>The reason you (and I) do "full HP recharges" is because we run APs as written, where every encounter can be very hard and where not being fully recharged would have been a significant disadvantage.</p><p></p><p>But if you run PF2 at a different pace that is no longer the case as much. To achieve this you must make sure that every "routine" encounter is of Low difficulty at most. (This in stark contrast to our 5E experience, where any decently min/maxed party can handle even a Deadly ambush encounter. In other words, the experience of playing official PF2 adventures is comparable to playing a game of 5th Edition where Deadly was the lowest regular encounter difficulty, and you'd face double- or triple-deadly encounters every day.</p><p></p><p>And now I mean Deadly as it comes across in practical play - i.e. not very deadly at all - and not <a href="https://www.dndbeyond.com/sources/basic-rules/building-combat-encounters" target="_blank">its official definition</a>. <span style="font-size: 12px">If you just read the definitions, you'd be forgiven to think 5E and PF2 are roughly equally difficult games. In practice, the difference is like night and day.</span>)</p><p></p><p>Players need to gain the confidence of a 5E player - "unless we do something stupid, we can be confident of handling any surprise even when half out of gas". There can be no Severe encounters that aren't hinted at or otherwise telegraphed beforehand.</p><p></p><p>Do that and players will slowly start choosing other choices that "we huddle together and try to stay very quiet, hoping our hp meters reach full before anything bad finds us".</p><p></p><p>The healing rules is connected to the resting minigame and these are both connected to the encounter budgets which in turn is connected to the overall lethality of monsters...</p><p></p><p>When I run an AP I'm getting the feeling that Paizo aims for something a bit too extreme for my taste. There's something off - the various subsystems isn't gelling as well as I'd hoped. If the overall system weren't stressed as much, weren't run at full throttle as it were, individual blemishes wouldn't be as noticeable.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8101544, member: 12731"] Well, I understand and agree to much of what you say... except the "there's no danger" part. But my comment here and now is "Everything is interconnected." The reason you (and I) do "full HP recharges" is because we run APs as written, where every encounter can be very hard and where not being fully recharged would have been a significant disadvantage. But if you run PF2 at a different pace that is no longer the case as much. To achieve this you must make sure that every "routine" encounter is of Low difficulty at most. (This in stark contrast to our 5E experience, where any decently min/maxed party can handle even a Deadly ambush encounter. In other words, the experience of playing official PF2 adventures is comparable to playing a game of 5th Edition where Deadly was the lowest regular encounter difficulty, and you'd face double- or triple-deadly encounters every day. And now I mean Deadly as it comes across in practical play - i.e. not very deadly at all - and not [URL='https://www.dndbeyond.com/sources/basic-rules/building-combat-encounters']its official definition[/URL]. [SIZE=3]If you just read the definitions, you'd be forgiven to think 5E and PF2 are roughly equally difficult games. In practice, the difference is like night and day.[/SIZE]) Players need to gain the confidence of a 5E player - "unless we do something stupid, we can be confident of handling any surprise even when half out of gas". There can be no Severe encounters that aren't hinted at or otherwise telegraphed beforehand. Do that and players will slowly start choosing other choices that "we huddle together and try to stay very quiet, hoping our hp meters reach full before anything bad finds us". The healing rules is connected to the resting minigame and these are both connected to the encounter budgets which in turn is connected to the overall lethality of monsters... When I run an AP I'm getting the feeling that Paizo aims for something a bit too extreme for my taste. There's something off - the various subsystems isn't gelling as well as I'd hoped. If the overall system weren't stressed as much, weren't run at full throttle as it were, individual blemishes wouldn't be as noticeable. [/QUOTE]
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