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Captain Morgan wrote:
Mellack wrote:
Quick question: how are all the martials getting healed up by treat wounds? It takes 10 minutes per attempt and heals just 2d8 on a success. I am assuming low to medium levels. That can easily be less than the damage taken, and there is a 1 hour recharge time before it can be attempted again. IME, at low levels it can easily take a couple of successfully treat wounds to fully heal up a character. If it takes two hours to heal them up (assuming no failures), then you are to a reasonable 4-5 encounters a day.

By level 4, most parties should have an expert in medicine with Continual Recovery, increasing the possible healing and the frequency it can be performed. A party that lacks that option should probably snag Lay On Hands or another focus based healing mechanic.

This. The fighter has medicine, continual recovery (10 minutes recharge instead of 1 hour), Ward Medic (can treat 2 people at once) and Assurance :-) He heals on average 2 times 114 damage in one hour at level 7. He is a quite dedicated "I'll patch you up".

There are quite a few (see above) dedicated feats to drastically reduce the "healing problem". Which is a good thing as I dislike the "lets fight 15 minutes and rest for the night" approaches. But spell slots are as is. Strange.


Mathmuse wrote:
I am curious: what bloodline is the sorcerer and which classes are the martials?

Fighter, Ranger, Rogue and Sorcerer (Elemental).


Quote:
We have threads discussing balancing encounters around rest breaks, such as the May 2020 thread, how long do your character / party rest between encounters?.

Thanks, I read it and it was helpful.

The thread is derailing a bit into a discussion regarding to allow resting in special circumstances. The idea to introduce time pressure is nice, but doesnt change my point and problem.

As healing hp with all the resources (treat wounds, wands, ...) is considerably faster than resting for a night. I have one magic user and 3 martials in the party. Which leads to:
Either the magic user insists on resting for the night (and therefore delaying it) or he moves along with lower (group) power and a reduced gaming experience for the player.

By the way, the reason for the post was mainly as the party started (in character) to make fun of the sorcerer as "he delays everything".

So in summary:
- it only occurs in a highly specific environment (mainly dungeon crawls) with many encounters a day. We are playing Abomination Vaults :-)
- there is no variant rule to circumvent this

Neverless, I dislike this, but I have problems with the "spell slots a day" approach anyway. So I am biased. Just hoped, PF2E would have an option or alternate rule to lessen this.


Quite an interesting conversation. And thanks to all of you for your feedback. Its really helpful.

In your example with the missing NPCs and the party decision: hurry up or not:

An one hour break to patch up is possible - the delay is not too extreme, but resting for a complete day is way too much. And again, this leads to my dilemma:

The martials are at full health and at full combat capability. The magic users are hindered by their missing spell slots.

Focus spells went in the right direction, but are not as strong as the new "treat wounds" healing rules.

Of course, I can retroactivly rebalance encounters. But that does not really solve the problem, that the group does mostly not know, how severe the next encounter is. So its pure "luck", if they are doing a full rest or not. If they do, the magic users are at full capacity if not, the encounter is much harder. And this is only an issue if magic users are in the group.

I read somewhere, that PF2E encouters are calculated with a full health party. How is it with magic user spell slots?

An optional rule regarding regenerating spell slots similiar to the stamina system would be helpful, but I didnt find anything in this direction.


Let me start, that I am quite new to Pathfinder and perhaps I am missing something.
And sorry for the somehow longish post.

As far as I know, PF2E is quite balanced, especially casters versus non casters. Encounters are balanced against a full health group. So far so good.

Spells per day are a way to balance mages. And cantrips were introduced to make a mage valid even if he spent all spells.

Now my "problem".
With treat wounds (and a 1/2 additional feats), you can patch your party up in 1 hour. HP is a critical resource especially for non casters (which are in the front).
A mage needs a full nights rest to get his critical resource (spell slots) back.
This leads (at least in my current group) to some problems, because the fighter (in character!) pushes forward. After all, he is full health after one hour. And the sorcerer (in this case player) has two possibilities: enforce a rest to refill his spell slots or play along and be subpar for the day. And yes, he can just save up some spells. But this doesnt change the problem, that the fighters in the group can do > 10 encounters per day, being patched up and running without ANY problem and the mages have to carefully manage their critical resource.

And this situation was especially changed in PF2E with the introduction of focus healing spells and treat wounds. Before, the martial classes were limited by the "usage per day" heals. Now, they arent and are up and running after an hour maximum (if one of them spent some feats to do this).

In addition, an encounter runs quite different, if the mage has all spells or none at all. Which contradicts somehow the "easy encounter balance in PF2E" argument.

Now my question: Why are martials and magic users handled difference. Do I miss something?

Sorry again for this wall of text.


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Nyarlathotep wrote:


I asked the same question and I believe the answer to that one is unfortunately no.

I imagine it's partly a technical issue (to verify that the purchaser has all three volumes probably requires some specific programming for the webstore / link). For me as an end user - it makes me question the value of my subscriptions - I don't like that I have to rebuy the same content to get access to the Foundry module. Hopefully this is a one-off thing.

The common (there were only 2 foundry modules so far) policy was, that you get the pdf if you buy the foundry module. Or (if you already own the pdf) you get a big discount to the foundry module.

Paizo is really fair here - compared to their competitors.

We will see tomorrow. I stil hope, it will work as the only question I saw was regarding the connect API and not their own shop.


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If you have bought the original 3 pdfs at Paizo, do you get a discount for the Foundry module?


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Yes, PDF is missing.


Yes, but the link is a bit hidden.
Just open FoundryVTT > install module and select premium modules.
You will find the Pathfinder 2e beginners box there with a link to the Paizo Website to buy it from.
Or use this link:
https://paizo.com/products/btq02d6p?Pathfinder-Beginner-Box