|The King In Yellow|
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In PF1, where any fight that challenges the PCs has a good chance of killing them due to -Con being too small a buffer, I routinely had death counts in the low double digits in an AP, though much much higher if you count it as a death even after someone uses a breath of life or two.
In PF2 with the same group, we nearly had our first death last session, and they haven't even really used that many hero points to stave off death. The difference comes in the ability to knock someone out at mid to high levels without a massive chance of killing them unless they fall into a tiny HP band.
I've seen the comment about the buffer being too small stated before, and never really understood it. Your -entire- hit point pool is your buffer. Not just the part below zero. Now, not everyone plays the same way, but we play on a grid for -tactical- purposes. If you are getting low in HPs, back off, withdraw, fight defensively... while you get some healing. A lot of people comment about healing not keeping up with damage, but that is only partially true. It doesn't keep up with damage if the players just try to zerg everything. If the table wants to play that way, it's perfectly fine. But the system has those defensive abilities, and spells, and feats for a reason.
As for healing, I've played with many a long term group since I started. And every time, someone at the table has wanted to play the healer. Including groups where people played the actual 'healer' class from 3.5, which has almost zero offense.
It's not a problem with the buffer. It's a choice made by some tables to play the game in a certain way, ignoring all those nifty defensive abilities that are also invented by the game designers, like yourself!
It's not wrong, no. But it's also not right. It's just a playstyle choice. (And, in my opinion, a consequence of the rise of MMOs.)