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Regarding the complexity of Pathfinder 2
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<blockquote data-quote="Campbell" data-source="post: 8108381" data-attributes="member: 16586"><p>That's pretty much the Fourth Edition model. It definitely can work well, but also usually comes with other ways in which adversaries and player characters are treated differently in regards to the rules. I really appreciate how level being a fairly consistent measurement of power has allowed for a smooth play experience. Spells can just refer to level. You can build NPCs like PCs and have the encounter building guidelines work pretty well. I do think a better label for moderate should have been chosen, Maybe something like how Blades in the Dark calls its baseline Risky to let players know it's still fairly dangerous. Maybe Tough Threat or something like that. Words are hard.</p><p></p><p>I do think Paizo has made a fairly conscious marketing decision to try to be the Dark Souls to Fifth Edition's Mass Effect. It honestly plays to their strengths as a company. From the beginning when they were publishing Dungeon magazine Paizo adventures have always focused on going deep into the lore of the game and being like pretty damn difficult. I think the game was pretty designed with that approach in mind. It is very modular and can be played at a less highly tuned level, but it was absolutely designed with that sort of material in mind. For instance, the level scaling was definitely put in place largely to make boss monsters more threatening in like an aggressive Dark Souls way where Legendary Monsters in 5e feel more like the Reaper fight or a World of Warcraft raid encounter (not meant negatively).</p></blockquote><p></p>
[QUOTE="Campbell, post: 8108381, member: 16586"] That's pretty much the Fourth Edition model. It definitely can work well, but also usually comes with other ways in which adversaries and player characters are treated differently in regards to the rules. I really appreciate how level being a fairly consistent measurement of power has allowed for a smooth play experience. Spells can just refer to level. You can build NPCs like PCs and have the encounter building guidelines work pretty well. I do think a better label for moderate should have been chosen, Maybe something like how Blades in the Dark calls its baseline Risky to let players know it's still fairly dangerous. Maybe Tough Threat or something like that. Words are hard. I do think Paizo has made a fairly conscious marketing decision to try to be the Dark Souls to Fifth Edition's Mass Effect. It honestly plays to their strengths as a company. From the beginning when they were publishing Dungeon magazine Paizo adventures have always focused on going deep into the lore of the game and being like pretty damn difficult. I think the game was pretty designed with that approach in mind. It is very modular and can be played at a less highly tuned level, but it was absolutely designed with that sort of material in mind. For instance, the level scaling was definitely put in place largely to make boss monsters more threatening in like an aggressive Dark Souls way where Legendary Monsters in 5e feel more like the Reaper fight or a World of Warcraft raid encounter (not meant negatively). [/QUOTE]
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