Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kenada" data-source="post: 8150831" data-attributes="member: 70468"><p>What I’m exploring is completely decoupling these things from the expected progression, so GMs can decide if and when they hand them out. If GMs want to drop <em>striking runes</em> and reserve devastating attacks as a divine boon handed out for service to the church, they can do that and understand the implications for building encounters.</p><p></p><p></p><p>Right, which suggests they are being out there because the PCs are expected to be more powerful (or the adventure writers still haven’t gotten the knack of the system yet, but let’s assume the former).</p><p></p><p></p><p>The game also expects PCs to acquire skill boosts, so that makes sense. If you don’t hand out those items or provide automatic progression, than everything should stay about the same.</p><p></p><p></p><p>I’m only concerned about party composition to the extent that it’s affected by itemization.</p><p></p><p></p><p>It’s been a while, so I can’t remember whether Paizo tends to overcompensate with treasure under the assumption that PC won’t find all of it. Let’s assume they get exactly the right amount. Based on the assumptions that things get easier as you level (i.e., see above re: DCs), then things should stay about the same relative difficulty if PCs never acquire treasure.</p><p></p><p></p><p>Yes, exactly this. I’m not discussing whether this is nonstandard or not. I’m trying to suss out the affect of expected itemization on the guidelines, so that it can be made truly optional while preserving the functionality of the guidelines for building encounters. Essentially, I want to preserve the intuition developed building and running lower level encounters for higher levels when these things are in play.</p><p></p><p></p><p>Those ranges correspond very toughly to when you are expected to get <em>striking runes</em> or devastating attacks. I say roughly because the expectation is a few levels sooner for both, but I think the point still works.</p><p></p><p>What you suggest is the same as what I suggest. When I say to shift to base level for moderate encounters, that’s the same as using severe or low in place if moderate encounters (depending on which way you are shifting). The point of shifting is to preserve the full range of the guidelines as well as the GM’s understand of what they mean.</p><ul> <li data-xf-list-type="ul">level − 1: 30/40/60/80/120</li> <li data-xf-list-type="ul">level (standard): 40/60/80/120/160</li> <li data-xf-list-type="ul">level + 1: 60/80/120/160/240</li> </ul><p>Again, the point here is to explore the affect itemization has on the guidelines. There’s certainly an argument to be made that things <em>should</em> get easier as PCs gain levels. That was essentially the idea behind my post in the D&D forums here regarding static DCs. I also expect that most people will reward those items in some form if for no reason that players expect them, so this may not be a particularly worthwhile exercise beyond the knowledge gained.</p></blockquote><p></p>
[QUOTE="kenada, post: 8150831, member: 70468"] What I’m exploring is completely decoupling these things from the expected progression, so GMs can decide if and when they hand them out. If GMs want to drop [I]striking runes[/I] and reserve devastating attacks as a divine boon handed out for service to the church, they can do that and understand the implications for building encounters. Right, which suggests they are being out there because the PCs are expected to be more powerful (or the adventure writers still haven’t gotten the knack of the system yet, but let’s assume the former). The game also expects PCs to acquire skill boosts, so that makes sense. If you don’t hand out those items or provide automatic progression, than everything should stay about the same. I’m only concerned about party composition to the extent that it’s affected by itemization. It’s been a while, so I can’t remember whether Paizo tends to overcompensate with treasure under the assumption that PC won’t find all of it. Let’s assume they get exactly the right amount. Based on the assumptions that things get easier as you level (i.e., see above re: DCs), then things should stay about the same relative difficulty if PCs never acquire treasure. Yes, exactly this. I’m not discussing whether this is nonstandard or not. I’m trying to suss out the affect of expected itemization on the guidelines, so that it can be made truly optional while preserving the functionality of the guidelines for building encounters. Essentially, I want to preserve the intuition developed building and running lower level encounters for higher levels when these things are in play. Those ranges correspond very toughly to when you are expected to get [I]striking runes[/I] or devastating attacks. I say roughly because the expectation is a few levels sooner for both, but I think the point still works. What you suggest is the same as what I suggest. When I say to shift to base level for moderate encounters, that’s the same as using severe or low in place if moderate encounters (depending on which way you are shifting). The point of shifting is to preserve the full range of the guidelines as well as the GM’s understand of what they mean. [LIST] [*]level − 1: 30/40/60/80/120 [*]level (standard): 40/60/80/120/160 [*]level + 1: 60/80/120/160/240 [/LIST] Again, the point here is to explore the affect itemization has on the guidelines. There’s certainly an argument to be made that things [I]should[/I] get easier as PCs gain levels. That was essentially the idea behind my post in the D&D forums here regarding static DCs. I also expect that most people will reward those items in some form if for no reason that players expect them, so this may not be a particularly worthwhile exercise beyond the knowledge gained. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
Top