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<blockquote data-quote="CapnZapp" data-source="post: 8213305" data-attributes="member: 12731"><p>(I guess I changed subjects there so posting this in its own post): this does not translate to PF2 heroes dying all that more often. First off, you're not dead at 0 hp. Second, modern types of damage mitigation then becomes of outmost importance.</p><p></p><p>While in "classic" D&D fantasy Conan's hit points and AC can be trusted to keep him safe in all but the most dangerous situations or during the most brave/stupid assaults, in PF2 you must think much more tactically (read more modern). His HP and AC aren't exactly useless, but won't save you.</p><p></p><p>You need to use movement to deny monsters optimal attack patterns. Movement and placement to prevent monsters from ganging up on vulnerable party members. Using spells and effects that harass and weaken the enemy. The action economy is of paramount importance.</p><p></p><p>Time and time again I see my players fail at this. They don't see how even the (unharmed) Wizard could be used to block access to the (savaged) Fighter. Even for a single round, such tactics have a huge impact, if it gives the Cleric the breathing space she needs to restore the Fighter into formidable shape while still keeping the Rogue (or whatever) afloat too.</p><p></p><p>Just to take a related series of examples: In the latest fight the Wizard didn't realize he was positioned to the northwest of the battle. While this was away from the demons that assaulted from the south and easy, they could see a Marilith approach from the northwest. By not moving away from the position as "nearest foe" that Wizard doomed himself to spending the entire combat frantically chased around the battlefield, since of course I played the Marilith to keep hounding one foe until it drops (and the Wizard constantly having to spend one action on movement, for which he additionally took an attack of opportunity each round). The fighter is constantly trying to spend his actions on attacks, not realizing the overall battle would go much smoother if he inserted himself <em>between</em> the desperate Fighter and "his" Marilith.</p><p></p><p>That's examples of positioning, and specifically relative positioning. Even on a featureless green field does such factors play a huge role.</p><p></p><p>Then there's initiative. I can't say I like it, but for optimal play you need to quickly ignore what the die rolls say, and reorganize the initiative order in optimal fashion: casters acting right after the big bad when they want to slap a short-term debuff onto him, so all their allies get to enjoy it before the big bad acts. This, the relative order of iniative counts, is arguably more important than ever, compared to the traditional aim of initiative rolls - to score highly, to act first. (Acting first is obviously mega important if only to reposition yourself to minimize the risks of getting ganged up on, and/or make sure enemies waste actions on movement)</p><p></p><p>And so on.</p><p></p><p>5E is a much better game for players who like their characters to take care of themselves. Just move up to a big bad wait until the combat system spits out "you have defeated this foe", and then walk up to the next one.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 8213305, member: 12731"] (I guess I changed subjects there so posting this in its own post): this does not translate to PF2 heroes dying all that more often. First off, you're not dead at 0 hp. Second, modern types of damage mitigation then becomes of outmost importance. While in "classic" D&D fantasy Conan's hit points and AC can be trusted to keep him safe in all but the most dangerous situations or during the most brave/stupid assaults, in PF2 you must think much more tactically (read more modern). His HP and AC aren't exactly useless, but won't save you. You need to use movement to deny monsters optimal attack patterns. Movement and placement to prevent monsters from ganging up on vulnerable party members. Using spells and effects that harass and weaken the enemy. The action economy is of paramount importance. Time and time again I see my players fail at this. They don't see how even the (unharmed) Wizard could be used to block access to the (savaged) Fighter. Even for a single round, such tactics have a huge impact, if it gives the Cleric the breathing space she needs to restore the Fighter into formidable shape while still keeping the Rogue (or whatever) afloat too. Just to take a related series of examples: In the latest fight the Wizard didn't realize he was positioned to the northwest of the battle. While this was away from the demons that assaulted from the south and easy, they could see a Marilith approach from the northwest. By not moving away from the position as "nearest foe" that Wizard doomed himself to spending the entire combat frantically chased around the battlefield, since of course I played the Marilith to keep hounding one foe until it drops (and the Wizard constantly having to spend one action on movement, for which he additionally took an attack of opportunity each round). The fighter is constantly trying to spend his actions on attacks, not realizing the overall battle would go much smoother if he inserted himself [I]between[/I] the desperate Fighter and "his" Marilith. That's examples of positioning, and specifically relative positioning. Even on a featureless green field does such factors play a huge role. Then there's initiative. I can't say I like it, but for optimal play you need to quickly ignore what the die rolls say, and reorganize the initiative order in optimal fashion: casters acting right after the big bad when they want to slap a short-term debuff onto him, so all their allies get to enjoy it before the big bad acts. This, the relative order of iniative counts, is arguably more important than ever, compared to the traditional aim of initiative rolls - to score highly, to act first. (Acting first is obviously mega important if only to reposition yourself to minimize the risks of getting ganged up on, and/or make sure enemies waste actions on movement) And so on. 5E is a much better game for players who like their characters to take care of themselves. Just move up to a big bad wait until the combat system spits out "you have defeated this foe", and then walk up to the next one. [/QUOTE]
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