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General Tabletop Discussion
*Pathfinder & Starfinder
Regarding the complexity of Pathfinder 2
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<blockquote data-quote="The-Magic-Sword" data-source="post: 8155362" data-attributes="member: 6801252"><p>My own players tend to feel like the defining feature of their increasing power is that they outclass things once hard for them, they really enjoyed the fight where three adult dragons weren't that dangerous for them, after they had once struggled to take on one. Their builds also function more smoothly at higher level. </p><p></p><p>As for the kinds of games we're discussing, where the difficulty of a fight is meant to vary based on approaches and circumstances, I've seen the game handle it well, it just requires relatively simple directions in terms of design: Drop the difficulty of uncombined encounters to low/trivial/moderate, so that when they do combine (a soft failure state), the 'situation' is a severe or extreme encounter. </p><p></p><p>Your adversary roster should be made up of foes that facilitate this. The system itself handles it well, but Paizos adventures arent natively designed for it (and in my eyes, adventures themselves can't be style neutral-- wanting to mess with the style in this way is always a workload, in any system.) </p><p></p><p>Finally, the GMG has the templates for adventure design you guys are asking for.</p></blockquote><p></p>
[QUOTE="The-Magic-Sword, post: 8155362, member: 6801252"] My own players tend to feel like the defining feature of their increasing power is that they outclass things once hard for them, they really enjoyed the fight where three adult dragons weren't that dangerous for them, after they had once struggled to take on one. Their builds also function more smoothly at higher level. As for the kinds of games we're discussing, where the difficulty of a fight is meant to vary based on approaches and circumstances, I've seen the game handle it well, it just requires relatively simple directions in terms of design: Drop the difficulty of uncombined encounters to low/trivial/moderate, so that when they do combine (a soft failure state), the 'situation' is a severe or extreme encounter. Your adversary roster should be made up of foes that facilitate this. The system itself handles it well, but Paizos adventures arent natively designed for it (and in my eyes, adventures themselves can't be style neutral-- wanting to mess with the style in this way is always a workload, in any system.) Finally, the GMG has the templates for adventure design you guys are asking for. [/QUOTE]
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Regarding the complexity of Pathfinder 2
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