Is it just me, or is it way too easy to get hit in this edition?


Pathfinder Second Edition General Discussion

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Deriven Firelion wrote:


Not even once? Damn. That is some unlucky rolling or fighting some really tough stuff and unlucky rolling. I've seen lots of crit successes from general success rolls.

Evasion in PF2 has been a huge boon. It has saved so much damage.

I can atest to this, The Party i am Gming did all of AoA and when those sweet when it's a sucess it's a critical success appeared, yes, Evasion was awesome, the Rogue had no problem in being in the area of the Sorcerer fireball!

And the other same abilities for Constitution and Will also did the same way.

I am now in Book 3 of Extinction Curse, keep loving Dming PF2!


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Tender Tendrils wrote:
Waterhammer wrote:
Deriven Firelion wrote:

Still not sure what your knight did to keep them attacking him. Why don't you explain it to us? Why couldn't they just ignore him and attack the other players?

.

*Waves hand in air, all excited.* Ooh! Ooh! I know this one. It was because the “knight’s challenge “ forced many of your opponents to attack you. Aggro they called it in city of heroes. (Only mmo I ever played.)
They call it that in all MMOs - also, City of Heroes was amazing and it was really sad when it went away.

Not to overly continue the digression, but the source code for CoH was leaked to people and they have fan created servers. Homecoming, Rebirth, Thunderspy, etc. With varying degrees of 'keep it as it was'. Some people might consider the nostalgia trip, others might lament 2010 mmo design.

Anyway, Carry on.


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Arakasius wrote:
If you have a six year old why are you not playing 5e? Then you can be more like a hero and not have the years of complex rules interactions and thousands of feats. I don’t see any six year old spending the time needed to feel like a hero by reading dozens of splat books. I think the decision to DM PF1 says more about you than it does about kids wanting to play as complex a game as PF1. You could have just as easily slapped an elite template on your kids characters in PF2 or just played 5e. That you decided to choose PF1 a game that in no way is attractive to little kids is puzzling.

They love the PF1 Bestiaries and encounters with Goblins, Orcs and the like. They know what they have to add to the D20 and it's a blast for them. I of course narrate the encounters accordingly in a way they find it engaging. PF1 is actually not that difficult if you you limit the content to the main core books. Level advancement is something I of course do for them, based on their character concept. Knowing their characters I also offer them choices what they like to do, so they don't have to juggle with all those feats and options.

To them PF1 it's a blast that way, so it's enough for me. On the other hand I don't enjoy 5e, so that's not an option for me. And Pf2 is to me personally more complex in comparisson than PF1. My two digits level PF2 rogue was so bloated with feats that I constantly overlooked modifiers and the traits everything has now is puzzling and can be easily overlooked as well.
As I already mentioned, everything depends on personal tastes.


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Pathfinder Roleplaying Game Superscriber

The only prep I do for PF2e is read the AP and set up the virtual tabletop. My group has hard times but they make it through as is and they've never played a TTRPG before this one. They've completed Plaguestone and are 3 books into AoA. No TPKs or even PKs so far.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Quote:


An equal level enemy/monster in Pf2e is not supposed to be equal to an individual player of the same level it's supposed to be equal to a party of 4 players of that level.

This is wrong. A single creature of equal level to the party, against a party of 4, is a Trivial encounter. 4 creatures of equal level to the party, against the same party of 4 is an Extreme encounter, because theoretically equal forces on both sides should be a 50-50 chance of TPK.


Pathfinder Roleplaying Game Superscriber
HammerJack wrote:
Quote:


An equal level enemy/monster in Pf2e is not supposed to be equal to an individual player of the same level it's supposed to be equal to a party of 4 players of that level.
This is wrong. A single creature of equal level to the party, against a party of 4, is a Trivial encounter. 4 creatures of equal level to the party, against the same party of 4 is an Extreme encounter, because theoretically equal forces on both sides should be a 50-50 chance of TPK.

You're totally right. Thanks for pointing that out. It's early here, hadn't had my coffee yet.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I think maybe the old edition description of CR seeped in, there.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Belisar wrote:
Level advancement is something I of course do for them, based on their character concept.

Wow. Speaking as a player, I doubt I could ever permit such a thing. If a GM floated that idea I'd be like "I'm sitting this one out."

I'm glad it works for your group, but it just takes away too much player autonomy for my tastes. Leveling up for me is half the fun!


Levelling up and choosing your character of choice is the fun in PF1. I mean it’s cool you’re playing it with your family but you have taken away the funnest part of the game. By restricting content and levelling them yourself that really takes away the fun parts of PF1. I still don’t understand why you don’t go with 5e. You can by default get that OP feel and you can let them dip their toes into making character choices. 5e advancement does have very limited advancement but at least there is some with feats vs abilities and the level 3 choice. Plus the game is far more rules light and easy to run as you won’t have to simplify the many clunky systems 3e/PF1 has. But I suppose it’s a good way to guarantee having a PF1 group to GM.


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I think folks are being.a bit harsh here. A person sharing their hobby with their kids is almost always a good thing.

His example doesn't actually show that pf1 game difficulty is severely flawed, as he has taken away all the flawed bits, but nothing wrong with playing this way with his kids. It's still early maths, literacy, cooperation and theatre skills.


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Ravingdork wrote:
Belisar wrote:
Level advancement is something I of course do for them, based on their character concept.

Wow. Speaking as a player, I doubt I could ever permit such a thing. If a GM floated that idea I'd be like "I'm sitting this one out."

I'm glad it works for your group, but it just takes away too much player autonomy for my tastes. Leveling up for me is half the fun!

If playing with adults I would completely agree. My 6 yrs old daughters are happy telling me their character concepts with cute vivid descriptions and I choose the feats accordingly. They don't have the ambitions in their age to handcraft their chars themselves. With age, they will surely learn to.

Arakasius wrote:
Levelling up and choosing your character of choice is the fun in PF1. I mean it’s cool you’re playing it with your family but you have taken away the funnest part of the game. By restricting content and levelling them yourself that really takes away the fun parts of PF1. I still don’t understand why you don’t go with 5e. You can by default get that OP feel and you can let them dip their toes into making character choices. 5e advancement does have very limited advancement but at least there is some with feats vs abilities and the level 3 choice. Plus the game is far more rules light and easy to run as you won’t have to simplify the many clunky systems 3e/PF1 has. But I suppose it’s a good way to guarantee having a PF1 group to GM.

Even my wife (to a degree) and my eldest one are happy that I do their work and mechanically convert their character concepts into numbers and feats and I am happy to oblige them. After all I want to lure them into the hobby. I am sure with advanced player mastery, they will take over that part themselves in time willingly.

About 5e, it's just that I don't like it and gming a system I don't like would lessen the fun for me considerably. I am a 3.X guy (and therefore AD&D) to the core, the dumbing down 5e went to far, for my taste. But I won't deny that for putting the hobby more into the public's focus over all 5e is praised deservedly. It's just not for me. I tried it and I got bored pretty quickly.


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Malk_Content wrote:

I think folks are being.a bit harsh here. A person sharing their hobby with their kids is almost always a good thing.

His example doesn't actually show that pf1 game difficulty is severely flawed, as he has taken away all the flawed bits, but nothing wrong with playing this way with his kids. It's still early maths, literacy, cooperation and theatre skills.

Thank you.

My intention was to emphasize that either system has their merits and that it's okay to favor either over the other but all that depends just on the personal taste. PF1 and PF2 advocates have shared very valid points. The only thing we have to keep in mind is, because one system appears to be more accessible to me doesn't mean that has to be the same for everyone else.


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Belisar wrote:
Malk_Content wrote:

I think folks are being.a bit harsh here. A person sharing their hobby with their kids is almost always a good thing.

His example doesn't actually show that pf1 game difficulty is severely flawed, as he has taken away all the flawed bits, but nothing wrong with playing this way with his kids. It's still early maths, literacy, cooperation and theatre skills.

Thank you.

My intention was to emphasize that either system has their merits and that it's okay to favor either over the other but all that depends just on the personal taste. PF1 and PF2 advocates have shared very valid points. The only thing we have to keep in mind is, because one system appears to be more accessible to me doesn't mean that has to be the same for everyone else.

Super agree with this. Case and point,

Belisar wrote:

To them PF1 it's a blast that way, so it's enough for me. On the other hand I don't enjoy 5e, so that's not an option for me. And Pf2 is to me personally more complex in comparisson than PF1. My two digits level PF2 rogue was so bloated with feats that I constantly overlooked modifiers and the traits everything has now is puzzling and can be easily overlooked as well.

As I already mentioned, everything depends on personal tastes.

I have been having this issue with my PF2E group as they get used to the system, mostly reminding them what alternate actions they can take because they keep forgetting they can do stuff other than attack. It's thankfully been working so far, with our barbarian now starting to mix athletics checks into their routine, and also more and more of the party figuring how to throw demoralizes around to debuff enemies.

Conversely, I have literally forgotten that investigators can use alchemy extracts in PF1E before, or just flat forgotten what all my buffs do, or forgotten some of the feats I picked up. I have no idea why this has happened; PF2E is just easier for me to parse than PF1E at higher levels of play.


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Claxon wrote:
Thomas5251212 wrote:
Claxon wrote:
The Raven Black wrote:

And yes, PF2 is the game of GM's great power, and hopefully great responsibility.

Both players and GMs need time to fully integrate this.

And there is a way to real power in PF2 : overall party optimization. Not necessarily at build, but through retraining and advancement choices : when every PC takes options that help the other PCs use their special abilities more often and to fuller extent, encounters become much easier.

Become the well-oiled machine of death and success follows.

My problem with this is, I don't want to build characters that way.

I realize it's an issue of prior experience with "related" game editions, but that doesn't change my mindset. I don't want to be required to build my character with everyone else's character in mind, just to be successful.

I've got to say man, that the idea in a role-centric game like D&D you could build a character with no reference to what anyone else was doing and expect it to go well, whether that is PF2e, D&D3e, or OD&D, strikes me as really, really odd. Unless the GM was very actively bending the game around whatever he got, its hard to see how that _ever_ would have gone well.

Beyond coordinating general character roles such as "melee, range, caster (support, debuff, damage)" my group never required coordination to excel. Because individual characters are so powerful in PF1 unless your group showed up with all melee characters, or all casters, etc you were probably going to be okay.

That's about all we did in PF2e and we seemed to get by.


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Demonknight wrote:
Deriven Firelion wrote:


Not even once? Damn. That is some unlucky rolling or fighting some really tough stuff and unlucky rolling. I've seen lots of crit successes from general success rolls.

Evasion in PF2 has been a huge boon. It has saved so much damage.

I can atest to this, The Party i am Gming did all of AoA and when those sweet when it's a sucess it's a critical success appeared, yes, Evasion was awesome, the Rogue had no problem in being in the area of the Sorcerer fireball!

And the other same abilities for Constitution and Will also did the same way.

I think this has been our group's favourite use of those abilities, sitting in those types of effects fearlessly. There's been a lot of times we've encouraged the Wizard's blast spells just because rogue and swashbuckler think they have a good chance with evasion. Previously in another campaign, I recall there was an AoE Fort effect that the fighter decided they had a good enough chance of saving that they could be included.

Less good was when the Druid took Dragon Form for a green dragon.


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Ravingdork wrote:
Belisar wrote:
Level advancement is something I of course do for them, based on their character concept.

Wow. Speaking as a player, I doubt I could ever permit such a thing. If a GM floated that idea I'd be like "I'm sitting this one out."

I'm glad it works for your group, but it just takes away too much player autonomy for my tastes. Leveling up for me is half the fun!

They are literal children, who probably don't have the reading comprehension skills to parse character options yet. I think a 6 year old is in their very first year of actual school?

and there are times where I would do the character creation for adult players - notably if I ran the hero system, I would get my players to send me their concept and I would build the powers, because that system basically asks you to be a game designer to be able to make a basic character.


Tender Tendrils wrote:
and there are times where I would do the character creation for adult players - notably if I ran the hero system, I would get my players to send me their concept and I would build the powers, because that system basically asks you to be a game designer to be able to make a basic character.

Same for Mutants and Masterminds. I still have the occasional friend ask "how do you build this thing in M&M?" Gameplay is easy, chargen not so much.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Tender Tendrils wrote:
and there are times where I would do the character creation for adult players - notably if I ran the hero system, I would get my players to send me their concept and I would build the powers, because that system basically asks you to be a game designer to be able to make a basic character.
Perpdepog wrote:
Same for Mutants and Masterminds. I still have the occasional friend ask "how do you build this thing in M&M?" Gameplay is easy, chargen not so much.

I'm not that familiar with M&M, but Hero system character generation can be fairly straightforward if the concept is straightforward (a standard "brick," for example; high-STR, above average defenses, and maybe some movement enhancement and/or power). There is a bit more of a learning curve than most systems and it's very easy to get overwhelmed by the available options (analysis paralysis) or create an "inefficient" character by spreading points on too many different things.

The biggest "problem" is that you literally can (over)design a character when you start stacking on all of those advantages, limitations, etc. to tweak the concept and/or numbers. Once I became comfortable with the system, however, the ability to model precisely the effect I wanted to achieve with a character/concept was liberating; the practice/mindset has also made me more flexible as a player/GM.

Also, as mentioned, in play Hero system is not much more difficult (and even less difficult in some areas) than 3.x/PF.


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Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Getting back to the original topic, PF2 is based on a different paradigm than 3.x/PF1. The math is much tighter and combat in PF2 is focused on the dynamic interaction between multiple party members in shifting circumstances. As opposed to 3.x/PF1 combat, where everybody just did the same thing over and over more or less in isolation from the rest of the party, PF2 combat is about setting up the other PCs on a round-by-round basis while everyone contributes to whittling down the opponents.

Some of this is to address the way 3.x/PF1 fights usually ended up with one or two PCs dominating combat while the rest of the party felt like they weren't contributing effectively most of the time.


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It's extremely easy to get hit in this edition, at least from what I've seen. I don't even think armor serves a purpose beyond maybe avoiding a crit.

I think there are 2 core issues contributing to this: first, monster stats are too high. They're hard to hit, they hit PCs the vast majority of the time, and they make most of their saves. The other issue is encounter balance in the early 2e APs seems to be way out of whack. Too many high difficulty encounters too close together. Just my own observations.


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Tender Tendrils wrote:
They are literal children, who probably don't have the reading comprehension skills to parse character options yet. I think a 6 year old is in their very first year of actual school?

I'm sorry but being a small child is no excuse for being a damn casual.

/s


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Pathfinder Adventure Path Subscriber
HeHateMe wrote:

It's extremely easy to get hit in this edition, at least from what I've seen. I don't even think armor serves a purpose beyond maybe avoiding a crit.

I think there are 2 core issues contributing to this: first, monster stats are too high. They're hard to hit, they hit PCs the vast majority of the time, and they make most of their saves. The other issue is encounter balance in the early 2e APs seems to be way out of whack. Too many high difficulty encounters too close together. Just my own observations.

I disagree with your first point. The implication is that something is wrong with the math. The math is fine. An encounter that is Severe will feel severe, and encounter that is Moderate will feel moderate, and an encounter that is Low will feel low. Granted, difficulty is subjective, but given a party that understands the game, the math checks out. The underlying game systems are working just fine.

What I believe people really have an issue with is the cadence of difficulty. This is what you're correctly talking about in your second point. The Paizo difficulty cadence is heavily weighted to challenging encounters. You can review most APs and see that more encounters than not are Moderate or above with many Severe encounters (though this gets less extreme in the more recent APs).

Even the GMG recommends you put many Severe encounters in your adventure: https://2e.aonprd.com/Rules.aspx?ID=949

Now: there's nothing wrong with severe encounters. They are hard, but unless you play badly your party won't lose. But they will get smacked around a lot. This is important to understand because the constant refrain in this thread is that people don't want to get smacked around a lot. They want to have a slight challenge but mostly win handily. Perhaps having only set-piece battles against named villains be severe or above.

Is this the right or wrong mentality to feel like adventures should be easier? Neither - that's badwrongfun territory to judge, but I think people should be aware of where the issue really lies. With that knowledge you can very easily homebrew a solution (adding Weak templates if you're playing APs) or simply choosing more low & trivial difficulty encounters if you're running homebrew. Or any number of other solutions such as giving your players extra power boosts, such as increased ability scores or powerful items.


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In my opinion, one issue is that there is only one level of encounter between Moderate and Extreme. Extreme is out of the question as it's a one chance on two of TPK. Moderate puts the party against a group that is half it's power. 2 against one is in general quite an easy win unless you have a streak of bad rolls or a strange configuration.
And then, you have Severe. Severe means that the enemies are at 3/4 of the party power. That's actually quite close. It's not a battle one should win easily. Actually, with a bit of bad luck it can end as a TPK.
In my opinion, there's an issue with that. If there was a "high" encounter level at 100 xp, the xp progression would be quite nice: 40, 60, 80, 100, 120 and 160. But this level of difficulty would be way better than severe, it would mean the enemies are at 62.5% of the party strength, that's challenging without being really dangerous.
Just a thought.


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HeHateMe wrote:

It's extremely easy to get hit in this edition, at least from what I've seen. I don't even think armor serves a purpose beyond maybe avoiding a crit.

I think there are 2 core issues contributing to this: first, monster stats are too high. They're hard to hit, they hit PCs the vast majority of the time, and they make most of their saves. The other issue is encounter balance in the early 2e APs seems to be way out of whack. Too many high difficulty encounters too close together. Just my own observations.

It is to avoid critical hits, but also to avoid normal hits on a secondary attack, or even to trigger mechanics like the swashbuckler opportune riposte.

Take also into account that the real difference in terms of AC with tanks kicks in starting from lvl 7, and that some combatants will be able to "tank" during the lvl 10-13 gap, where you could find op enemies because their modifiers also consider the lvl 13 expert armor class.

For example, being a lvl 11 against a lvl 13 may result harder, but not for classes which unlock the expert AC by lvl 11 rather than 13.

Being hit is perfectly normal, and characters should work on avoid being hit a second time ( that's where AC really kicks in imo ).
Eventually, damage mitigation is also an excellent ( not good as having +2 ac though ) way to deal with damage, and there are plenty of possibilities:

- Fast healing
- Regeneration
- Shield block
- Physical DR ( barskin/stoneskin )
- Champion reaction
- Temporary HP
- Etc...

Also, consider that enemies succeed a saving throw is also perfectly normal.

A lvl 6 chain lightning deals 52 avg damage, which is 26 on a successful saving throw. Considering a 4 enemies scenario, 4 saves would result into 104 total damage, which is huge. As for single target spells, a success may result into different stuff like:

- clumsy 1-3
- stunned 1
- no reaction
- slowed 1
- dazzled 1 round

and so on.

These are huge debuffs if you think about your party.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

The 100XP encounter doesn't have a name, but you can absolutely use it. I certainly have used encounters with XP values that aren't 60, 80, 120 or 160.


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Pathfinder Adventure Path Subscriber
SuperBidi wrote:

In my opinion, one issue is that there is only one level of encounter between Moderate and Extreme. Extreme is out of the question as it's a one chance on two of TPK. Moderate puts the party against a group that is half it's power. 2 against one is in general quite an easy win unless you have a streak of bad rolls or a strange configuration.

And then, you have Severe. Severe means that the enemies are at 3/4 of the party power. That's actually quite close. It's not a battle one should win easily. Actually, with a bit of bad luck it can end as a TPK.
In my opinion, there's an issue with that. If there was a "high" encounter level at 100 xp, the xp progression would be quite nice: 40, 60, 80, 100, 120 and 160. But this level of difficulty would be way better than severe, it would mean the enemies are at 62.5% of the party strength, that's challenging without being really dangerous.
Just a thought.

Low/Moderate/Severe/etc are just signposts. You can have an encounter be worth any amount of XP if you want something slightly more difficulty than Moderate etc. The writers do this frequently in pre-written adventures.

This one's on the top of my mind since I ran it last night, but check out encounter C3 in AV2. It's pegged as a Moderate encounter but only truly has a budget of 75 XP.


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considerably wrote:
The implication is that something is wrong with the math. The math is fine.

For the sake of discussion, I don't think you're understanding the underlying issue and the point Sherlock1701 was making. It's not a question of math, but of game design and intent.

Let's try an illustrative example.

We have two encounters A and B.

A) Low AC creature with tons of hit points and fast healing.

B) High AC creature with low hit points.

Paizo maths out these encounters so they both take the same average number of rounds to defeat and both average the same resource drain. Translation, they have the same expected difficulty. Now ask yourself, which encounter do you think the vast majority of people will enjoy playing?

Quote:
What I believe people really have an issue with is the cadence of difficulty.

The cadence of difficulty is a reflection of how Paizo thinks the players should experience the game. That cadence is what Paizo wants the game to be. IME, that nominal game experience involves a lot of crits on party members. It doesn't matter what happens in other games, if people playing this game find it unenjoyable, then its unenjoyable. I doubt Paizo knows how that experience is affecting its player base and bottom line. If Paizo used other methods of making encounters difficult that didn't involved what feels like incessant and asymmetrical critting, would more people enjoy the game? I don't know, I can only point out that I empathize with the sentiments being expressed.

Telling GMs to turn down the difficulty manually, is treating the symptom not the cause. If I design a car where the driver has to push a button on the dashboard to re-start it every ten minutes to save gas, it doesn't matter how easy I think it is to push that button. If my consumers find it annoying some of them aren't going to buy my car. Sure, I can talk about how great my car is compared to the others, but I'm not fixing the problem, I'm ignoring it.

I certainly don't have access to any statistics which shed light on how big or small a problem this is. But the only avenue players have is to talk about it on the forums in the hopes their concerns are acknowledged. Alternatively, they simply quit playing and quit supporting the product. That latter is certainly more likely when other posters refuse to acknowledge the issue and engage in victim blaming.

Getting hit and getting crit is part of the experience Piazo is expecting players to have. Posters on here, accusing players who don't enjoy it of badwrongfun, or "trying to save face' isn't helping Paizo in this regard.


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Probably the +/- 10 rule has the biggest effect on how the game feels to the previous game. Basically the game switched more from balancing around being hit at all to having being hit be more of the default and preventing crits be more of a thing. Now it does open up crits more to players where before it was only open to specific feat chains. I can see how people might prefer the PF1/5e paradigm where you just give enemies a big bag of hps and you chip away at it more consistently. Even if in the end in 95%+ of cases enemies die in the same amount of time. It’s a very clean solution and it’s really nice how it applies universally but for people used to something else I’m sure it could be a surprise. And if you just tune PF2s enemies down than you’ll get a huge amount of crits so it’s not exactly an easy fix.


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The problem is NN you are talking as if your preference is universal. They had to pick a baseline difficulty, and any baseline they picked would have some people complaining about it. And the answer to those people would be the same as they are now, alter the game up or down to your desired difficulty. The genius of PF2 design is that this is really easy to do.


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considerably wrote:

Low/Moderate/Severe/etc are just signposts. You can have an encounter be worth any amount of XP if you want something slightly more difficulty than Moderate etc. The writers do this frequently in pre-written adventures.

This one's on the top of my mind since I ran it last night, but check out encounter C3 in AV2. It's pegged as a Moderate encounter but only truly has a budget of 75 XP.

I've looked at how Paizo was considering encounters that don't fall precisely at 40/60/80/120 xp and realized that most encounters in AV are hitting exactly one of these values.

As a matter of fact, when designing encounters myself, I was hitting these numbers most of the time. I agree it's silly, but when you have guidelines, you tend to follow them...
Actually, this whole discussion exists only because we are following guidelines. Otherwise, the answer would just be: Put lower level enemies, end of discussion.


SuperBidi wrote:
considerably wrote:

Low/Moderate/Severe/etc are just signposts. You can have an encounter be worth any amount of XP if you want something slightly more difficulty than Moderate etc. The writers do this frequently in pre-written adventures.

This one's on the top of my mind since I ran it last night, but check out encounter C3 in AV2. It's pegged as a Moderate encounter but only truly has a budget of 75 XP.

I've looked at how Paizo was considering encounters that don't fall precisely at 40/60/80/120 xp and realized that most encounters in AV are hitting exactly one of these values.

As a matter of fact, when designing encounters myself, I was hitting these numbers most of the time. I agree it's silly, but when you have guidelines, you tend to follow them...
Actually, this whole discussion exists only because we are following guidelines. Otherwise, the answer would just be: Put lower level enemies, end of discussion.

Simple explanation there: monsters of your level are 40 XP, so you'll usually only deviate from those benchmarks if you use lower level creatures. Everything else it an increment of 40, 60, 80, of 120 by itself.


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Captain Morgan wrote:
Simple explanation there: monsters of your level are 40 XP, so you'll usually only deviate from those benchmarks if you use lower level creatures. Everything else it an increment of 40, 60, 80, of 120 by itself.

If there was a 100xp budget, I'm pretty sure people would be used to add a level-2 monster to their moderate encounters, or base their encounters on level-1 enemies. If you don't have a reason to design 100xp encounters you don't look for ways of designing them.


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Malk_Content wrote:
The problem is NN you are talking as if your preference is universal.
NN959 wrote:
.... would more people enjoy the game? I don't know,...
NN959 wrote:
I certainly don't have access to any statistics which shed light on how big or small a problem this is

There is no legitimate or even good faith reading of my post that justifies your blatant attempt to misrepresent my position on this matter. As such I'm flagging your post. But misrepresentation of posters who take contrary positions is a tried and true method of tryin to "win" forum debates, at least here.

Quote:
They had to pick a baseline difficulty..

I'll point out that the fact that you talk about "difficulty" says you're fundamentally not grasping the issue.

But that's fine.


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Pathfinder Adventure Path Subscriber
N N 959 wrote:

For the sake of discussion, I don't think you're understanding the underlying issue and the point Sherlock1701 was making. It's not a question of math, but of game design and intent.

Let's try an illustrative example.

We have two encounters A and B.

A) Low AC creature with tons of hit points and fast healing.

B) High AC creature with low hit points.

Paizo maths out these encounters so they both take the same average number of rounds to defeat and both average the same resource drain. Translation, they have the same expected difficulty. Now ask yourself, which encounter do you think the vast majority of people will enjoy playing?

You're missing the forest for the trees. Yes, it's about a certain number of rounds to defeat. But the core math of the game is about more than that - it's about providing value to characters who are focused on debuffing the enemies defenses, removing actions, being defensive, and so forth.

You're acting like it's so simple we should just make stuff easier to hit, but if we somehow did like you imply and figured out some calculation to make it "take some similar amount of rounds", you're still devaluing other mechanics which exist in the game.

If the creature has a ton of hit points and fast healing, what's the point of playing a support character who's focused on disrupting the enemy action economy? What about the feats that apply effects on a miss, or spells with powerful riders even if the creature saves? Who cares, you just need to beat down the beanbag's hitpoints and overcome that fast healing.

What about the implied suggestion in the title of this very thread, which is inverse of what you're saying. They're saying that actually the problem is that monsters hit players too much, not that players don't hit monsters enough. So which is it? Only one, or both?

At the end of the day, what you're proposing would require a complete overhaul of the rules to the point of being almost a different game. I believe it would be a shallower game and I'm glad Paizo didn't go the bag-of-hitpoints route that 4E did. We already tried that and it wasn't great. This is also what GMs did in 1E just to give their creatures a chance to survive the first round of combat and it sucked. At the end of the day, even if your suggestions were better, these kinds of changes are not coming to 2E. Maybe 3E in 10 years. I think it's better to color in the margins, so to speak.

N N 959 wrote:

The cadence of difficulty is a reflection of how Paizo thinks the players should experience the game. That cadence is what Paizo wants the game to be. IME, that nominal game experience involves a lot of crits on party members. It doesn't matter what happens in other games, if people playing this game find it unenjoyable, then its unenjoyable. I doubt Paizo knows how that experience is affecting its player base and bottom line. If Paizo used other methods of making encounters difficult that didn't involved what feels like incessant and asymmetrical critting, would more people enjoy the game? I don't know, I can only point out that I empathize with the sentiments being expressed.

I certainly don't have access to any statistics which shed light on how big or small a problem this is. But the only avenue players have is to talk about it on the forums in the hopes their concerns are acknowledged. Alternatively, they simply quit playing and quit supporting the product. That latter is certainly more likely when other posters refuse to acknowledge the issue and engage in victim blaming.

Getting hit and getting crit is part of the experience Piazo is expecting players to have. Posters on here, accusing players who don't enjoy it of badwrongfun, or "trying to save face' isn't helping Paizo in this regard.

If you review my posts, I have not blamed anyone, and I wish other people would not act like the solution is "just play better" all the time, it could be true sometimes, but it's also condescending. I have not taken a stance on whether the difficulty is "too easy", "just right", "too hard", and in my home games which I run APs, I tend to tweak difficulty in both directions. There is no correct stance (in my opinion) because difficulty is subjective. Every modern video game has a difficulty slider for this exact reason. PNP games can't easily do this - it's, unfortunately, the job of the GM.

All that to say, I don't think you're wrong for wanting adventures to be easier. I think that's actually VERY useful feedback for Paizo. My point from the beginning has been to establish what the actual root cause is, and what the solution is. I firmly do not believe there is any core problem with the system, but rather the difficulty presented vs. the difficulty expected. So either the GM makes difficulty adjustments, or Paizo decides to make difficulty adjustments.

Paizo should absolutely do whatever will sell more books.

And to that end, Paizo has already been trending towards easier difficulty in adventures. I really would be surprised if people familiar with the game struggled with Abomination Vaults, for example. It's pretty well balanced aside from a handful of encounters which are either intentionally difficult because they're "secret bosses" or the one or two I've noticed that are poorly designed. On the whole, though it's pretty darn good IMO. The little bit of Ruby Phoenix I've played seemed to be similar. I think they'd be well served by reprinting a rebalanced version of Age of Ashes since it seems to be a popular introductory adventure simply because it's the first one, but it's notoriously difficult, and novice GMs might not be experienced enough to figure out how to fix problems for their groups.

And finally, for everyone in this thread complaining and suggesting wild solutions to "fix" the game. Just try what I'm suggesting for one session. Continue your existing AP or whatever you were already doing, just apply the Weak template to every single enemy. All of them. This is super easy with AONPRD or Foundry and can literally be done on the fly, no extra prep needed. Don't tell your players you're doing it, just try it and see if your players like the easier game or not. You might just find all the complaints about how "bad" the game is disappear. Maybe not, but at least you tried.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Limiting yourself to only using non-trivial encounters perfectly summing to one of the 4 guideline numbers (Low, Moderate, Severe, Extreme) seems unusual, sometimes the math just doesn't work out that cleanly for the desired number of creatures/levels. Encounters of 5 enemies with the same stats is a decently common example in official APs, but there are many cases where the actual xp totals to different numbers like 75, 85, 100, etc.


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considerably wrote:
Yes, it's about a certain number of rounds to defeat. But the core math of the game is about more than that - it's about providing value to characters who are focused on debuffing the enemies defenses, removing actions, being defensive, and so forth.

1) No, it's not about the number of rounds. Rounds are just one metric of difficulty that is meant to be kept equivalent.

2) You're making a flawed/unsubstantiated assumption/assertion that keeping the average difficulty the same but reducing the crit rate has any impact on debuffing, removing actions, etc. Asserting those things are connecting doesn't mean they are. I understand you believe that to be true, but your basing that on pure supposition.

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You're acting like it's so simple we should just make stuff easier to hit

It feels like you're missing the point. That was an example how difficulty is the same but the experience and player preference will change based on the stochastic set up. And at no point have I talked about how easier or hard it would be. Ironically, you've been telling everyone it's easy to lower the "difficulty" and you're not addressing how that impacts all the things you insist will be affected when the difficulty stays the same, but the dynamics of the encounter change.

Quote:
but if we somehow did like you imply and figured out some calculation to make it "take some similar amount of rounds", you're still devaluing other mechanics which exist in the game.

Your logical argument is perplexing. If anything is going to devalue other mechanics, it would be changing the difficulty, a path you're advocating. Yet you are asserting that if we keep the difficulty the same and the rounds it takes to defeaet said creature, we would be devaluing the other mechanics. That doesn't follow.

Quote:
If the creature has a ton of hit points and fast healing, what's the point of playing a support character who's focused on disrupting the enemy action economy?

If the combat lasts the same number of rounds and consumes the same amount of resources, then said support characters impact would average out to be the same.

You seem to be under the impression, from my example, that there is only one way to modify an encounter and it always had to be the same way. Nothing could be further from the truth. There are lots of way beyond lots of hit points and fast healing. The creature could have Resistances, it could have no fast healing more hit points and Weakness. The alternatives to High AC and Low HP encounters that produced the same difficulty are probably inexhaustible.

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What about the feats that apply effects on a miss, or spells with powerful riders even if the creature saves? Who cares, you just need to beat down the beanbag's hitpoints and overcome that fast healing.

Easily handled by giving the creature its own method of debuffing PC accuracy or raising its AC periodically. There is no restriction in Paizo's ability to invent mechanics to achieve desired outcomes. It just becomes a question of what experience does Paizo want the player to have.

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What about the implied suggestion in the title of this very thread, which is inverse of what you're saying.

Yeah....once again, my example was an illustration that this is not about "difficulty" which you and others keep repeating. I am not descriping the OP's problem I'm explaining to you that two things can have the same average difficulty and generate completely opposite reactions. But when you keep referring to "difficulty" It comes across as a way to denigrate the OPster and others who dislike the getting hit/crit dynamic.

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At the end of the day, what you're proposing would require a complete overhaul of the rules to the point of being almost a different game.

Uh...no. It would not require a complete overhaul of the rules. It can be done with the rules that are in place. How different a game would it be? Well, the point is to make the encounter experience different....ideally more enjoyable. That's the point of all changes Paizo would be willing to make. I can't speak to how other players would perceive the level of "different." Nobody can, not without experiencing it and getting feedback.

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I have not taken a stance on whether the difficulty is "too easy", "just right", "too hard"

You mean outside of accusing posters (myself included) that they want the game to be"easier" when they (I) don't?

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All that to say, I don't think you're wrong for wanting adventures to be easier.

lol. And there we go again. At no point have I said I want the game to be easier. This is the second time I've pointed this out to you and yet you're still tryin to push that agenda.

Quote:
I firmly do not believe there is any core problem with the system, but rather the difficulty presented vs. the difficulty expected. So either the GM makes difficulty adjustments, or Paizo decides to make difficulty adjustments.

And I'm tryin to explain that it's not about "difficulty." If you keep framing the problem as one of "difficulty" you're not going to solve the problem, let alone understand it.

How critical/fundamental is PCs getting crit with frequency to the roots of PF2? I do not know. I doubt Paizo truly knows. It's a facet of the game that results from how the monsters are stated for accuracy. Can you lower their accuracy and do other things to keep the difficulty the same? I am of the opinion the answer is yes, but it would take playing and player feedback to get deeper insight. Would it take resources on Paizo's part? Yes. Is it worth the effort? It would be for me, but I can't speak for anyone else.


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Pathfinder Starfinder Roleplaying Game Subscriber
NN959 wrote:
Now ask yourself, which encounter do you think the vast majority of people will enjoy playing?
N N 959 wrote:
Malk_Content wrote:
The problem is NN you are talking as if your preference is universal.
NN959 wrote:
There is no legitimate or even good faith reading of my post that justifies your blatant attempt to misrepresent my position on this matter. As such I'm flagging your post. But misrepresentation of posters who take contrary positions is a tried and true method of tryin to "win" forum debates, at least here.
But earlier, NN959 wrote:
the vast majority of people

I think you should probably take a step back, unflag that post, and realize that nobody is "misrepresenting" your position -- which, based on your most recent post, you seem to realize the difficulty you are having in conveying.


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Yes when you claim that a vast majority of people prefer something, without any statistics to back it up, you are elevating your opinion to fact without basis.

Seeing how a common criticism of dnd (both 4e and 5e) is having easy to hit things with lots of HP making for dull drawn out combats with little engaging play I'd say Paizo made the right choice. Not because I believe it scores them on the majority opinion (it may or may not) but because it differentiates itself more from its primary competitor, making it more likely that it finds a market niche regardless of popularity.


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Sorry, asking the poster to theorize on how how the majority of the player base feels about an illustrative does not allow one to assert I think my "preference is universal." Not even remotely. You're entitled to your opinion, of course.


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Malk_Content wrote:
Yes when you claim that a vast majority of people prefer something, without any statistics to back it up, you are elevating your opinion to fact without basis.

I didn't make any such claim, nor did I even I identify what my preference would be.

I don't actually have a preference, because the "illustration" isn't about my preference . It's about how difficulty can stay the same and you can tailor the encounter so that a majority of people won't like it. It is irrelevant which side you think the majority will fall on, the example works in either case.

Accusing me of believing my position (one I have not even asserted) is "universal" amounts to little more than forum baiting and ad hominism, a decidedly asinine tactic.


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Alright let's back down then. I still think Paizo is in a no win situation. There will always be people upset about the direction and so I can say that they've done the best job with it by making the system very transparent to mod and printing various suggestions themselves about how to do it and what results to expect.

The only thing I think they could do better in that regard is to have a paragraph as part of the first book in each AP talking about these adjustments and helping players find them. Heck if page space is a concern, put it in the Players Guide and really drive it home as something to be discussed in a session 0.

My group uses Free Archetype because my players enjoy the freedom, but they didn't want to reduce the challenge that much (a quote from their first party defeat in a modded plaguestone "wow that feels like the dnd I used to remember") so I add about 20xp to encounters. This let us dial in how the players wanted the game to feel all without any GM guesswork on my behalf.


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Malk_Content wrote:
I still think Paizo is in a no win situation. There will always be people upset about the direction...

Really? You honestly think people would have complained because they weren't getting crit more by bosses if Paizo had followed Sherlock's advice at the start?


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I like bosses being scary. This is coming from somebody who dms and plays. If you want combat to be easier use lower cr creatures. The Cr system works. If you don't like the lvl of challenge just use a less severe tier of cr. Everything is linear so you just drop CR until the desired ratios are achieved. Easy Peasy.


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N N 959 wrote:
Malk_Content wrote:
I still think Paizo is in a no win situation. There will always be people upset about the direction...
Really? You honestly think people would have complained because they weren't getting crit more by bosses if Paizo had followed Sherlock's advice at the start?

Yes. Me. Although I probably wouldn't hang around the forum of a game I don't like, I still would be put off my another system with buckets of HP. If anything I feel PF2 has a bit much HP and dice bloat as is.


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Pathfinder Adventure Path Subscriber
N N 959 wrote:

Sorry, asking the poster to theorize on how how the majority of the player base feels about an illustrative does not allow one to assert I think my "preference is universal." Not even remotely. You're entitled to your opinion, of course.

Frankly I think we're really having trouble understanding your point, so cut us some slack here. I'm going to do my best, but maybe consider if you aren't explaining it very well or that perhaps you might be mistaken before attacking folks.

N N 959 wrote:
Your logical argument is perplexing. If anything is going to devalue other mechanics, it would be changing the difficulty, a path you're advocating. Yet you are asserting that if we keep the difficulty the same and the rounds it takes to defeaet said creature, we would be devaluing the other mechanics. That doesn't follow.

Nothing I am saying is perplexing. Yes, lowering the difficulty does devalue mechanics & tactics. That's.. obvious? I didn't know I needed to explain that point. The entire reason many people may choose to have an easier encounters is to to be able to beat those encounters without needing complex tactics, or if they do use tactics, they will absolutely crush these encounters. It's a power fantasy, and a cool one. Nothing wrong with it. The game recommends you should have some easy encounters, all I'm saying is have more of them if that's what you want!

So I want to make sure we're on the same page, so to restate: the core of your argument is that is that you can make some changes to hit ratios, and yet somehow the difficulty would be the same, as long as you give more HP/resistances/healing.

However, if you get hit less or hit more often, the game is easier. I'm not sure how more plainly this can be explained. You're saying that I'm not getting it, but you're not explaining how to account for everything else that changes when you adjust the core math.

If I can hit very often, I'm just going to Slow the enemy and Trip them every round and they can do nothing. And then it's just a matter of chewing through those extra hitpoints or whatver else you decided to add. In this scenario, the extra hitpoints change nearly nothing about the difficulty, just makes the battle take longer.

N N 959 wrote:
How critical/fundamental is PCs getting crit with frequency to the roots of PF2? I do not know. I doubt Paizo truly knows. It's a facet of the game that results from how the monsters are stated for accuracy. Can you lower their accuracy and do other things to keep the difficulty the same? I am of the opinion the answer is yes, but it would take playing and player feedback to get deeper insight. Would it take resources on Paizo's part? Yes. Is it worth the effort? It would be for me, but I can't speak for anyone else.

I mean, yes, anything is possible. You could write a game where it's still challenging if you succeed a lot and monsters fail a lot. But it doesn't work with PF2E unless you also somehow change the effects of successes and failures, which would require revising most spells, feats, monsters, and so forth, and I expect most people would then say things like "my sword is a wet noodle!" which would then be its own problem to solve.

This would be an inherent requirement if you wanted the difficulty to be the same, since the effects of all these existing abilities are balanced around the current hit/miss percentages.

It's.. possible? But not realistic.

I don't know. I feel your pain. I love PF2E and want it to be a game for everyone. Maybe Paizo can think of a really clever alternate rule to make it work, but I don't think your plan would work at least as stated.


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considerably wrote:


However, if you get hit less or hit more often, the game is easier.

I mean, if that's the only change you make, yeah, but that's not really what they're proposing.

It feels like kind of a strange assertion because there are a lot of games, tabletop or otherwise, that are very hard without being predicated on the idea that certain characters have a high chance of failing with their core abilities.


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Generally if you make it easier to hit then by default it makes the game easier. Right now in PF2 at same CR it’s mostly a tossup with slightly better raw numbers on monster side and better multipliers on party side. The game has shifted from who goes first and guaranteeing hits to situational mods and preventing crits. It’s just a fundamentally different type of game.

I can understand not wanting to miss but there is really no way you increase that back to PF1 levels without just bringing back the problems of PF1. Rocket tag existed for a reason because going first meant you won the game. Who cares about situational defenses, more hps, fast healing, etc if you just won the battle on the first turn anyway. I suppose you could take those types of effects out of the game but that’s not fun either.

There i suppose is one way that you can increase the difficulty while keeping easy to hit. Do what 5e does with lair actions and such for bosses/elites. Basically give them a bunch of extra reactions and more actions as a bandaid. And I hate that about 5e where you are much more likely to have your action hit but also guaranteed to have it be failed because of the lair actions telling you no you can’t do that.


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N N 959 wrote:
How critical/fundamental is PCs getting crit with frequency to the roots of PF2? I do not know. I doubt Paizo truly knows. It's a facet of the game that results from how the monsters are stated for accuracy. Can you lower their accuracy and do other things to keep the difficulty the same? I am of the opinion the answer is yes, but it would take playing and player feedback to get deeper insight. Would it take resources on Paizo's part? Yes. Is it worth the effort? It would be for me, but I can't speak for anyone else.

The crit chances both ways are what make combat so fast. Any alteration would result in the same end result of a combat lasting the same amount of rounds. The players crit the monsters a lot too, even the bosses in my experience due to the sheer volume of attacks against the creature.

Boss monsters would not be much of a threat if their damage did not boost up due to critical hits. It would end up a one way critical hit scenario as it was in PF1 where the players built up their critical hit chances to high levels while mitigating critical hits from enemies to 10% at best and often 5% based on needing a natural 20.

This new critical hit paradigm allows for faster combats with spikier damage that looks like a fast and furious battle with lots of big hits and small hits and misses. I would not prefer an alteration in the game myself. I think it would either make the game slower or require a reduction in hit points and defenses which would in the end result in the same problems with combat you feel exist now. That being that the game is built for combats to last a shorter amount of time and defenses and hit points being lowered to accommodate the same combat speed would end up feeling the same because hit points would be lower so hits would take an equal percentage of hit points as they did with critical hits.

Battle speed is extremely important as one of the major problems with PF1/3E was the length of combats. This was due to all the defensive measures in place magical and nonmagical, healing, and the sheer volume of magical options available to casters. In every way PF2 and 5E have limited these options to speed up combat. I doubt that is changing any time soon as the designers want combat to be fast and furious. That is what you get with the current paradigm.

I much prefer faster combats. I don't want combats to slog the game down. I think fast and furious is a better standard than fast and defensive which would lead to a low damage, low hit point game to maintain combat speed.

To conclude, the designers made the smart decision to speed up combat and make it fun at the same time. Fast, hard hitting, and brutal is a much better default.


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I feel the need to point out that if you change hit ratios upwards like that, anything that has a certain amount of lethality instantly becomes significantly more crippling.

Say for example...incapacitation spells immediately can make an utter joke of any encounters with monsters of your level or lower. Or a favourite one that people like to mention, Synesthesia.

And then we're back to the good old days of 1e where players just go grab their supplies for rocket tag.


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Squiggit wrote:
considerably wrote:


However, if you get hit less or hit more often, the game is easier.

I mean, if that's the only change you make, yeah, but that's not really what they're proposing.

It feels like kind of a strange assertion because there are a lot of games, tabletop or otherwise, that are very hard without being predicated on the idea that certain characters have a high chance of failing with their core abilities.

There were multiple design goals. Difficulty was but one of those goals. Combat speed was another.

I don't know what those game systems are. I've played a lot of game systems. You're either killing real fast or getting killed real fast. PF1/3E was one of the slowest games I ever played due to the sheer volume of countermeasures in place.

GURPS was one of the fastest kill games. You really had to be careful with that game. The called shot rules were brutal. You took a head or brain hit, you were usually done.

The original Boot Hill was really deadly and random.

Advanced and 2nd edition D&D you died on a single roll sometimes. Combat was pretty fast because everyone had mostly low hit points and low AC with casting being fairly slow. Maybe that paradigm is what someone like N N 959 would prefer.

I don't know. After years of playing 3E/PF1, I much prefer the faster combats. I get through a ton in a session now whereas one major combat in PF1 could take multiple hours long sessions.

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