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What gets me playing Draw Steel and not Pathfinder 2e?
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<blockquote data-quote="Campbell" data-source="post: 9759713" data-attributes="member: 16586"><p>[Spoiler]</p><p>The first encounter of Road to Broadhurst does take place in a mostly open field, although the cart you have with you is quite amenable to pushing people into. More than that though the victory condition involves taking out the leader of the group of radenwrights (ratmen) before minions can steal 3 crates of medicine off the cart. Playing keep away is quite useful because minions individually have worse action economy.</p><p></p><p>Players need to divert attention between keeping minions off the cart and doing the maestro in.</p><p></p><p>Another thing to watch for is that radenwrights have a malice feature that creates rat walls. I'm likely going to lean into that when I run.</p><p></p><p>This is a very movement intensive fight. I think it's useful to remember you can trade your main action for a maneuver or a move action - the Director should probably remind players.</p><p></p><p>The other important element to remember is that these are minions and there is damage carryover so one chunky attack will take out 3-4 minions sometimes.</p><p>[/Spoiler]</p><p></p><p>Suffice it to say I have not seen it at the table yet, but as written it's very important that Directors utilize the victory conditions and noted tactics for each fight and not just fight it out in the middle.</p><p></p><p>Side tangent: One of things you can do with knockback specifically that is not immediately intuitive is use it to send your allies where they need to be. Knockback targets creatures, not enemies and you can always stop forced movement short if need be.</p></blockquote><p></p>
[QUOTE="Campbell, post: 9759713, member: 16586"] [Spoiler] The first encounter of Road to Broadhurst does take place in a mostly open field, although the cart you have with you is quite amenable to pushing people into. More than that though the victory condition involves taking out the leader of the group of radenwrights (ratmen) before minions can steal 3 crates of medicine off the cart. Playing keep away is quite useful because minions individually have worse action economy. Players need to divert attention between keeping minions off the cart and doing the maestro in. Another thing to watch for is that radenwrights have a malice feature that creates rat walls. I'm likely going to lean into that when I run. This is a very movement intensive fight. I think it's useful to remember you can trade your main action for a maneuver or a move action - the Director should probably remind players. The other important element to remember is that these are minions and there is damage carryover so one chunky attack will take out 3-4 minions sometimes. [/Spoiler] Suffice it to say I have not seen it at the table yet, but as written it's very important that Directors utilize the victory conditions and noted tactics for each fight and not just fight it out in the middle. Side tangent: One of things you can do with knockback specifically that is not immediately intuitive is use it to send your allies where they need to be. Knockback targets creatures, not enemies and you can always stop forced movement short if need be. [/QUOTE]
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What gets me playing Draw Steel and not Pathfinder 2e?
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