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TPK is the only way to kill a character?
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<blockquote data-quote="Doctor Futurity" data-source="post: 8039285" data-attributes="member: 10738"><p>Nope. I've been running PF2 twice weekly and have not had a TPK yet (but came close twice). We have had a few deaths, and one "drag the corpse to the temple to get resurrected" situation. Really, if the party isn't planning carefully, it only takes a downed PC at an inopportune time/location to lead to a quick death. Drop to zero--dying 1 (or higher if in wounded condition already). Monster finishes PC off with two more attacks? Dying 3 or worse just like that. Fail a stabilization roll...dead. Player spent Hero Point already on that botched fumble attack...too bad!</p><p></p><p>If the players hoard hero points (and the GM hands them out liberally; I do not) then yeah, I could see the strategy being using HP as get out of jail cards. But my players at least seem to use the hero points early and often to avoid fumbles, mostly.</p><p></p><p>PF2 does feel designed carefully to make risk of death a strong factor, but likelihood of death lower with good tactics and planning, so it tends to play well into the groups that like to strategize. That said, I've had 1st level, 5th level, 6th level, 13th level and 15th level character deaths in just the last six months, so I'd say the game actually feels more lethal than my D&D 5E experiences (but maybe less lethal than level 1-4 gameplay in original 3.5). This runs contrary to my original expectations, when I first started PF2 last year I thought the level of healing through magic and medicine was too effective, now I think it's mostly just barely enough to keep them alive against properly adjusted encounters.</p></blockquote><p></p>
[QUOTE="Doctor Futurity, post: 8039285, member: 10738"] Nope. I've been running PF2 twice weekly and have not had a TPK yet (but came close twice). We have had a few deaths, and one "drag the corpse to the temple to get resurrected" situation. Really, if the party isn't planning carefully, it only takes a downed PC at an inopportune time/location to lead to a quick death. Drop to zero--dying 1 (or higher if in wounded condition already). Monster finishes PC off with two more attacks? Dying 3 or worse just like that. Fail a stabilization roll...dead. Player spent Hero Point already on that botched fumble attack...too bad! If the players hoard hero points (and the GM hands them out liberally; I do not) then yeah, I could see the strategy being using HP as get out of jail cards. But my players at least seem to use the hero points early and often to avoid fumbles, mostly. PF2 does feel designed carefully to make risk of death a strong factor, but likelihood of death lower with good tactics and planning, so it tends to play well into the groups that like to strategize. That said, I've had 1st level, 5th level, 6th level, 13th level and 15th level character deaths in just the last six months, so I'd say the game actually feels more lethal than my D&D 5E experiences (but maybe less lethal than level 1-4 gameplay in original 3.5). This runs contrary to my original expectations, when I first started PF2 last year I thought the level of healing through magic and medicine was too effective, now I think it's mostly just barely enough to keep them alive against properly adjusted encounters. [/QUOTE]
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TPK is the only way to kill a character?
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