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<blockquote data-quote="kenada" data-source="post: 8212580" data-attributes="member: 70468"><p>Professor Dungeon Master did a <a href="https://www.youtube.com/watch?v=QEUvzC0qXRc" target="_blank">video recently that came to a similar conclusion for 5e</a>. Newer games are “better balanced”, but characters end up being more vulnerable. The thing that keeps them from dying outright is the death mechanics. It’s one of the reasons why I won’t institute such a rule in my OSE game. I don’t want the safety net because the lack of one is makes players cautious, which results in prudent play.</p><p></p><p>PF2 goes one step further than 5e in baking swinginess into the overall design of combat. Critical hits <em>hurt</em>, and they’re necessary to make higher level creatures dangerous enough to keep them in line with the system’s encounter-building guidelines. Unfortunately, you lose the predictability you see in OSE that lets players decide whether to keep pushing or pull back and retreat.</p><p></p><p>I’ve been wondering what things would look like in PF2 if you stripped hit points way down and tried to reduce the swinginess while preserving the overall balance. My intuition tells me is it would feel better to (some) players because they couldn’t or would be less likely to drop from high hit points to down in one hit.</p><p></p><p>The other stuff about <em>sleep</em> is more complicated because strategic spells (like <em>sleep</em>) are balanced at the tactical level in PF2. I don’t think that one is solvable without conceding that quadratic wizards are actually desirable to some extent, which is supposedly the thing we should want fixed. Maybe further expand exploration mode with tactical actions and magic to help people deal with encounters? <img class="smilie smilie--emoji" loading="lazy" alt="🤔" title="Thinking face :thinking:" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f914.png" data-shortname=":thinking:" /></p></blockquote><p></p>
[QUOTE="kenada, post: 8212580, member: 70468"] Professor Dungeon Master did a [URL='https://www.youtube.com/watch?v=QEUvzC0qXRc']video recently that came to a similar conclusion for 5e[/URL]. Newer games are “better balanced”, but characters end up being more vulnerable. The thing that keeps them from dying outright is the death mechanics. It’s one of the reasons why I won’t institute such a rule in my OSE game. I don’t want the safety net because the lack of one is makes players cautious, which results in prudent play. PF2 goes one step further than 5e in baking swinginess into the overall design of combat. Critical hits [I]hurt[/I], and they’re necessary to make higher level creatures dangerous enough to keep them in line with the system’s encounter-building guidelines. Unfortunately, you lose the predictability you see in OSE that lets players decide whether to keep pushing or pull back and retreat. I’ve been wondering what things would look like in PF2 if you stripped hit points way down and tried to reduce the swinginess while preserving the overall balance. My intuition tells me is it would feel better to (some) players because they couldn’t or would be less likely to drop from high hit points to down in one hit. The other stuff about [I]sleep[/I] is more complicated because strategic spells (like [I]sleep[/I]) are balanced at the tactical level in PF2. I don’t think that one is solvable without conceding that quadratic wizards are actually desirable to some extent, which is supposedly the thing we should want fixed. Maybe further expand exploration mode with tactical actions and magic to help people deal with encounters? 🤔 [/QUOTE]
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