| Treshian |
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I've been considering doing all or a few of them when I'm done with Fall of Plaguestone, but I'm unsure about how much needs to change from the published 1.0 playtest material that's in the Doomsday Dawn adventures to make them work for the full 2E rules - I'm uncertain how much DCs, stats and such should be adjusted for them to make sense. I could try to adjust them on the fly or beforehand on my own, but my 2E experience is fairly limited still.
There's also the consideration of adjusting it so it's more approachable as a set of adventures meant to be enjoyed instead of generating data for Paizo - I figured being very forthcoming about what the individual adventures call for in a meta sense when the party are in their character generation phase so they're not blindsided too much for instance, that could make a fairly big difference and ensure it'd be a bit more 'fair'.
Does anyone here have any other tips, tricks, suggestions or specific changes they'd do to run the Doomsday Dawn adventures in Pathfinder 2E? Let me know. :)