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Step 1: Define the Arcane Warrior / Spellthane / Blademage / "Gish" Spell List,
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Dear Paizo, please give us a gish base class!,
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Carrion Call!,
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Monte Cook to Write Pathfinder RPG Adventure,
Yesterday, 05:30 PM
Paizo Launches Pathfinder Advanced Player's Guide Open Playtest,
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Paizo Publishing Hires Rob McCreary as New Assistant Editor,
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Paizo Publishing and King of the Castle Games to Produce Campaign Coins,
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Paizo Publishing Moves Offices,
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Hi there,
Making numbers, I found that the system is designed to give 1 level every 20 encounters of the party level (20 vs 13.3 in DD3.5)
Someone could confirm ?
Now, does exist a standard of how many encounters a party should be able to face before to have a forced rest ?
This, in order to have an idea of how many encounters a basic dungeon should have, and how many dungeons a PC has to do in order to gain 1 level.
Thanks.
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blueace wrote:
Hi there,
Making numbers, I found that the system is designed to give 1 level every 20 encounters of the party level (20 vs 13.3 in DD3.5)
Someone could confirm ?
Now, does exist a standard of how many encounters a party should be able to face before to have a forced rest ?
This, in order to have an idea of how many encounters a basic dungeon should have, and how many dungeons a PC has to do in order to gain 1 level.
Thanks.
I've always run with 13 encounters (give or take of course)
* One roleplaying encounter
* One really easy fights
* One or two stand up fair fights
* One harder fight
* One skill or feat 'challenge' per party member
* One 'safe zone' where they might rest, recuperate, or at least pause long enough to down a potion or two
* One or more instances of dangerous terrain
* One puzzle to be solved OOC
Technically, you can force characters to go ad infinitum without rest if you like, but they are less likely to succeed. I have known parties with a 15 minute adventuring day. as soon as someone lost a few HP, or the wizard casts a few spells, the party just camps right then and there. Of course the beauty of dungeons is that they imply a sensation of urgency, but you can add that to almost any situation if they try hard enough. If you are 'pushing' characters, I reccommend upping the CR of some encounters to accommodate the lack of resources.
Batts
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