| DraegerMD |
So my group played through this last night. We had very little trouble with most of the encounters, but that was more to do with our party composition than any basis in the encounters.
Goblin Wizard with crowd control spells
Human Wizard with melee specialization
Dwarf Barbarian
Human Cleric
Human Fighter with a shieldThe first fight with the slime, and then the following fight with the goblins were both fairly easily cleared with front to back battle lines and some smart crowd control.
The encounter with the centipedes... was not. The cramped quarters meant that lines of sight were impossible for the wizards, so the front line got swarmed, and that's where we found out about the high lethality of the adventure packet.
The centipedes had an average hit rate of just around 65%, which, combined with the poison, meant that most of the party was poisoned and near 0 HP at some point. (3 or less HP, for reference.)
The goblin ambush in the room with the fire, in comparison, was easy...
Because the goblin wizard cast Sleep on half the ambush before combat rolls.
Similarly, the encounter with the Faceless Stalker was easy because both wizards had Magic Missile prepared; 6d4+6 damage is not to be scoffed at, at such a low level.So yes, party composition and spell selection carried the day by outright negating most of the encounters.
That being said, my thoughts on the edition are fairly straightforward.
1st thought: The monsters being able to out-stat players of the same level isn't necessarily a bad idea, if the monster in question is meant to be huge and intimidating. When a basic Goblin does, though, is when it turns into a problem. Goblins should be scary because of numbers, not because one goblin deals an average of 7 damage in a round. And that's just one example.
2nd thought: The skill system is a mess. I can see what's being attempted, but it punishes anyone who wants to pick up a bunch of different skills by minimizing skill progression and locking the most interesting...
Magic Missile is the way to go, since it guarantees damage which is very valuable in pf2. My group is now preparing to play the 3rd adventure of the playtest, and the probabilities to hit are always between 50% and 60% (which explains the randomness of the system). If conditions were a little stronger (say, flat-footed -4/-4 for example), it would facilitate more teamplay between PCs and cut down some of the randomness.