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Nujuju299 wrote:

Hey, I've not made many forum posts in a really long while, so... I hope all is good/this is the right place. (As close as I can tell..)

Regarding the GM Core page 56/57, it made a quick reference to adjusting encounter difficulty if the party had an extra player, and then I paused to look up the reference and.. Then I started to realize, I don't believe PF2 actually covers atypical party sizes! So assuming this is the "bug report" (or errata flag space..)

- page 56 GM Core has the topic on Party Size:
The rules for advancement assume a group of four PCs.
The rules for building encounters (page 57) describe how to
accommodate groups of a different size, but the XP awards
don’t change—always award the amount of XP listed for a
group of four characters. You usually won’t need to make
many adjustments for a differently sized group outside of
encounters. Be careful of providing too many ways to get
accomplishment XP when you have a large group, though.
Since they can pursue multiple accomplishments at once, it
can lead to the PCs leveling up too fast.

- Page 57 GM Core, per the redirected citation Group Parity and Party Level:
It’s recommended that you keep all the player
characters at the same XP total. This makes it much
easier to know what challenges are suitable for your
players. Having characters at different levels can mean
weaker characters die more easily and their players feel
less effective, which in turn makes the game less fun for
those players.
If you choose not to keep the whole group at the
same character level, you’ll need to select a party level
to determine your XP budget for encounters. Choose
the level you think best represents the party’s ability as a
whole. Use the highest level if only one or two characters
are behind, or an average if everyone is at a different level.
If only one character is two or more levels ahead, use a
party level suitable for the lower-level characters, and
adjust the encounters as if there were one additional PC
for every 2 levels...

Sorry, looks like there's no edit exactly. I discovered 20 pages later ish what the actual XP budget is. I struggled a bit to understand it but at that point I was awake at some 2-3AM so might just be me.. lol -- Sorry for the inconvenience. :/ I dunno, if anything make a reference to encounter building?


Hey, I've not made many forum posts in a really long while, so... I hope all is good/this is the right place. (As close as I can tell..)
Regarding the GM Core page 56/57, it made a quick reference to adjusting encounter difficulty if the party had an extra player, and then I paused to look up the reference and.. Then I started to realize, I don't believe PF2 actually covers atypical party sizes! So assuming this is the "bug report" (or errata flag space..)

- page 56 GM Core has the topic on Party Size:
The rules for advancement assume a group of four PCs.
The rules for building encounters (page 57) describe how to
accommodate groups of a different size, but the XP awards
don’t change—always award the amount of XP listed for a
group of four characters. You usually won’t need to make
many adjustments for a differently sized group outside of
encounters. Be careful of providing too many ways to get
accomplishment XP when you have a large group, though.
Since they can pursue multiple accomplishments at once, it
can lead to the PCs leveling up too fast.

- Page 57 GM Core, per the redirected citation Group Parity and Party Level:
It’s recommended that you keep all the player
characters at the same XP total. This makes it much
easier to know what challenges are suitable for your
players. Having characters at different levels can mean
weaker characters die more easily and their players feel
less effective, which in turn makes the game less fun for
those players.
If you choose not to keep the whole group at the
same character level, you’ll need to select a party level
to determine your XP budget for encounters. Choose
the level you think best represents the party’s ability as a
whole. Use the highest level if only one or two characters
are behind, or an average if everyone is at a different level.
If only one character is two or more levels ahead, use a
party level suitable for the lower-level characters, and
adjust the encounters as if there were one additional PC
for every 2 levels the higher-level character has beyond
the rest of the party.
Party members who are behind the party level gain
double the XP other characters do until they reach
the party’s level. When tracking individually, you’ll
need to decide whether party members get XP for
missed sessions.

The *only* reference I see to party level between these two is "... adjust the encounters as if there were one additional PC for every 2 levels the higher-level character has beyond the rest of the party." And now that I've re-read that, I think that's its own errata fix that I think is meant to say "... For every 2 levels *higher* the character is beyond the rest."
For now I'm just borrowing from Starfinder's CRB 388/389 regarding the APL adjustments of -1 for every character below 4 characters and +1 for every character beyond *5* characters.


Aaron Shanks wrote:
Jason Lillis wrote:
Will digital versions only be available through Dynamite’s store?
Yes.

I already purchased this on Google Play back on Wednesday. This page is apparently late. Not sure about Dynamite's page.. But since I've already read it, I can confirm I enjoyed it! (Without spoiling anything of course.)


==I'm sure this is only a temporary issue==
While I got a notice for an updated AA4 pdf, the pdf I downloaded does not have the changes listed in the errata. I'm not sure if this is the proper place to post but.. Just so someone knows, I guess?


Pdf unavailable!? D: I'm eager to pick this up so, kinda hoping I'm not too early trying on the pdf... But then... Problem?