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Tell me about PF2E for Sandboxing
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<blockquote data-quote="Doctor Futurity" data-source="post: 8197072" data-attributes="member: 10738"><p>I run hexloration campaigns in PF2E per GMG rules pretty consistently, but what I do with the encounter tables is create slightly more elaborate ones that are based on party level. So a chart for CL 0-2, CL 3-4, CL 5-6, CL 7-8, CL 9-10 etc. Then, when I check which chart to roll on for the encounter I roll a positive D4, a negative D4, add the first and subtract the second to the currently average party level, and then use the indicated chart. If the encounter is for some reason meant to be easier or more difficult just substitute a smaller or larger die as appropriate. Example: an easier random result would be challenge level -1D6+1D4 added to APL (average result would be APL-1). Tougher encounter? -1D4+1D6 generates APL+1 on average. Then, just work out a range of encounters but modify the # of foes by the actual expected toughness. </p><p></p><p>That said....the GMG advises an occasional deadly or impossible encounter in the mix for hexploration, but my suggestion is to broadcast in some means how lethal the encounter is (whether it's the PCs seeing a higher level beast cleave a cow or deer in two in one hit, a bloodied paladin telling them to flee, or even just a easy DC intuition roll on Wisdom telling them this is a certain death situation.) My players have a habit of sticking around and fighting until they suddenly realize they bit off more than they can chew, then griping about it; conversely, the GM in PF2E needs to be nice and include at least as many easy encounters for the group to tread on.....such design flies in the face of conventional hexploration, but if you design the charts you have control over this stuff so I advise just baking it in, a nice fair range of difficulty from trivial to deadly.</p></blockquote><p></p>
[QUOTE="Doctor Futurity, post: 8197072, member: 10738"] I run hexloration campaigns in PF2E per GMG rules pretty consistently, but what I do with the encounter tables is create slightly more elaborate ones that are based on party level. So a chart for CL 0-2, CL 3-4, CL 5-6, CL 7-8, CL 9-10 etc. Then, when I check which chart to roll on for the encounter I roll a positive D4, a negative D4, add the first and subtract the second to the currently average party level, and then use the indicated chart. If the encounter is for some reason meant to be easier or more difficult just substitute a smaller or larger die as appropriate. Example: an easier random result would be challenge level -1D6+1D4 added to APL (average result would be APL-1). Tougher encounter? -1D4+1D6 generates APL+1 on average. Then, just work out a range of encounters but modify the # of foes by the actual expected toughness. That said....the GMG advises an occasional deadly or impossible encounter in the mix for hexploration, but my suggestion is to broadcast in some means how lethal the encounter is (whether it's the PCs seeing a higher level beast cleave a cow or deer in two in one hit, a bloodied paladin telling them to flee, or even just a easy DC intuition roll on Wisdom telling them this is a certain death situation.) My players have a habit of sticking around and fighting until they suddenly realize they bit off more than they can chew, then griping about it; conversely, the GM in PF2E needs to be nice and include at least as many easy encounters for the group to tread on.....such design flies in the face of conventional hexploration, but if you design the charts you have control over this stuff so I advise just baking it in, a nice fair range of difficulty from trivial to deadly. [/QUOTE]
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