Stamina or not to Stamina


Abomination Vaults


I have been considering Abomination Vaults for my groups first 2nd edition outing since it is a little shorter than 'normal' and a pretty basic and well reviewed dungeon crawl. One of the issues in the past with dungeon crawls has been the camping/resting. While it may not help the casters as much I was considering using the Stamina variant rules to at least keep HP at a solid level without camping or returning to town. Has anyone done that? Is it more trouble than its worth or a good way to keep up the momentum? Any opinions or advice welcome!


Stamina has a few clunky bits to it. Why would it be an issue for them to take a breather and heal up, or go back to town? Otari's only half an hour walk from the dungeon, going there isn't an inconvenience or anything.


Darksyde wrote:
I have been considering Abomination Vaults for my groups first 2nd edition outing since it is a little shorter than 'normal' and a pretty basic and well reviewed dungeon crawl. One of the issues in the past with dungeon crawls has been the camping/resting. While it may not help the casters as much I was considering using the Stamina variant rules to at least keep HP at a solid level without camping or returning to town. Has anyone done that? Is it more trouble than its worth or a good way to keep up the momentum? Any opinions or advice welcome!

No your idea is basically sound.

Of course, an even easier solution is to run with a "short rest" variant that basically says:

Short rest: you rest for one hour and recover all lost hit points.

As for casters, yes, you should probably make it easy for the play group to decide to break off adventuring for the day in order for the casters to sleep back at the inn or whatever to regain spell slots. Otherwise, you're making Pathfinder 2 even more a martial warrior's game than it already is at low levels.

Good luck with your game!


The adventure really is designed for you to retreat. The characters are generally working very long games, so only usually about half a level controlled by one group might dig in at any one time.

And you're only a 30 minute walk from town when ten minute patch-ups aren't enough and spells are running out.

My group usually take a 10 minute breather after a fight in a room, go for as many as they can handle 3-6 usually, and then retreat. This makes the town a bigger part of the story too, which has only been positive in my game.


Thanks for the info! Glad to hear they have accounted for down time in a what sounds like a pretty smart way. Thanks again for the feedback. Happy gamming!


I've given a "Starfinder short rest" to my party: After every fight, they can rest 10 minutes to regain half of their HPs. It works wonder in giving a good pace without completely eliminating the really long rests after the really tough fights.

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