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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YuriP wrote:


My players made a good team and tactical work thats make all the diference in majority of encounters.

Yeah, but I think nobody would probably start with fall of the plaguestone...

I mean, it's challenging and would probably give its best against an experienced group rather than a party of new players ( though at this point I am not sure if its difficulty is something which was intended or not ).

I Imagine new players starting with the beginner box and then some other AP ( AoA or EC ).


Zilvar2k11 wrote:
HumbleGamer wrote:
Rather than new to the system, I'd talk about players "used" to a different system.

There is something to that, because what you are used to encompasses what you're conditioned to expect or enjoy. My players do not enjoy being easily crit. They were unwilling, after multiple combats where someone just evaporated, to accept that conditioning as positive or enjoyable.

It's not about ease of play. They won. They always won. It's about perception and expectation. Being a floor inspector is BORING, and when it's because a creature pulled a couple of good rolls it's frustrating.

Today, after having read some of these comments and threads, I could probably adopt a few changes and change the feel of the game to something they wouldn't get frustrated over. Back then, I was too ignorant to try.

If your group is still at the beginning of the adventure, consider also trying a different AP rather than fall of the plaguestone ( having read different threads about fall of the plaguestone, I can better understand how your players, as well as the DM, would have felt ).

I'd give AoA a shot ( we are playing this one and EC, but between the 2 I think AoA is perfect for new players ).


Exocist wrote:

1e/2e D&D was also insanely fast combat wise because no one had any hit points. It would be equivalent to taking everything’s hitpoints in PF2e and quartering them or sixthing them. I got through Temple of Elemental Evil for 1e D&D with a Fighter 7/Thief 5/Bard 10, having about 101 total hitpoints by using cheese and it was a god stat array.

Though as I noted, except for big monsters like giants and dragons, the damage numbers were also lower. So the lower hit points didn't always mean as much as one would think.

If you were fighting things that did 2D6 damage, the fact you only had 40 hit points still meant that was about six hits worth, and not all high level monsters were massive damage dealers (sometimes, of course, you'd get things who's gig was take-out effects or obnoxious stuff like earlier edition life drain).


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Zilvar2k11 wrote:
HumbleGamer wrote:
Rather than new to the system, I'd talk about players "used" to a different system.

There is something to that, because what you are used to encompasses what you're conditioned to expect or enjoy. My players do not enjoy being easily crit. They were unwilling, after multiple combats where someone just evaporated, to accept that conditioning as positive or enjoyable.

It's not about ease of play. They won. They always won. It's about perception and expectation. Being a floor inspector is BORING, and when it's because a creature pulled a couple of good rolls it's frustrating.

Today, after having read some of these comments and threads, I could probably adopt a few changes and change the feel of the game to something they wouldn't get frustrated over. Back then, I was too ignorant to try.

There is no right or wrong in this discussion. Either you like a more difficult game or you don't. PF2 is a throwback to my group to when D&D was a dangerous game where you had a chance of dying. For most of D&D's history dying and not coming back easily was part of the game. You died, you made a new character, and then rejoined the group.

That element was lost during 3rd edition, PF1, and 5E. PF2 brought it back.

It's frustrating at times. But for a lot of groups that played pre-3E D&D, it is a return to the days of lethality using different mechanics.

Some people don't like that and I'm sure that was anticipated by Paizo. It's when some posters think that Paizo made a mistake or did something wrong making their game more lethal that makes for an argument.

PF2 is a good game all on its own. It has conventions players of the last 10 years haven't been accustomed to. It may be harder for new players to accept or enjoy. Maybe they want an easy game and 5E is available for that.

I still recall all the people that criticized PF1 saying most players wouldn't like it because of the level of system mastery required. PF1 did just fine. I'm pretty sure PF2 will do fine as well. Not every game is made for everyone or there would just be one RPG that everyone played rather than the many that exist.


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WWHsmackdown wrote:


Drawing a through line from Age of Ashes to Abomination vaults shows a slight readjusting of encounter structure (for non boss stuff) that's a tad more forgiving but nothing too eye catching. Again, even if Age of Ashes is some supposedly high bar, my players did fine. Casters had enemies save on spells a majority of the time but martials weren't really struggling at all, at least I don't remember any complaints from the martials.

I'd suggest some of that is the opposite of what I think you see on the other side of this: luck. There are absolutely some encounters in AoA that seem overtuned for when you get them (you'll hear the early game barghest encounter come up a _lot_). That doesn't mean they're impossible, but if you have a bad experience with them they're going to really stand out.

As I've said, I really think the issue is that PF2e can be unforgiving compared to some incarnations of D&D; it doesn't automatically beat you up, but a few bad die rolls at the wrong time can be really punishing. Add in the usual things where, while its hard to completely fail a PF2e character build, neither can you bake a cake that will deal with everything handily, and it can come across as rough to people who are only used to either getting plenty of time to turn things around, or being able to trivialize a lot of encounters with the various rocket tag tricks.


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Pathfinder Lost Omens, Rulebook Subscriber

And, again, it seems that people's problems with difficulty are with the default. People bouncing off the system and finding another because this one is too hard or too easy is quite a lot like shopping around for TVs based on which one has the volume set where you like it.


Pathfinder Roleplaying Game Superscriber
Zilvar2k11 wrote:
Is that so? Honest question, because I haven't spent money on PF2 content since Plaguestone bombed for us. There've been a few comments in this thread about how Plaguestone and AoA were both poor starting experiences, with someone commenting on an AoA update to clean things up. I don't have a yardstick to know how major or minor the differences are.

Plaguestone was especially brutal. I ran it. Not only is the pacing a bit.. rough.. but it had a number of creatures that were technically within the math but tended to really punch above their weight.

AoA is not quite as bad as Plaguestone but still very rough. I haven't played but I believe Extinction Curse is also rough.

I think it gets better after EC. I know at least Abomination Vaults feels like a really solid experience. There are tough fights, but overall it is a more even experience. The adventure doesn't put you on any time crunch so players should never feel the need to rush ahead unprepared. It's an old-school dungeon crawl, so players I think will intuitively expect to get popped if they make mistakes, just like in Grandpa Gygax's day. (Disclaimer: there's one particular fight in the first level that is basically "bugged" in video game terms, check out the discussions in the AV GM thread on these forums for more info on how to fix it).

One more thing that I think is important as a GM in this edition, especially with novice groups, is that you really need to take the initiative in making fights more dynamic. Avoid having your creatures just spend 3 actions attacking. Use their unique abilities or do things like Trip/Grapple/Disarm, etc. The most prep I tend to do is looking over a creature's stat block and thinking about what it's going to be trying to do in a battle based on its lore, environment, etc.


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Deriven Firelion wrote:
Either you like a more difficult game or you don't.

Why is this such a common response? I even said it's not about ease of play.

For my group, it was about the perception of being taken out of a fight because the odds are stacked so heavily against you that the roll you need to make just to HIT is what the opponent needs to roll to crit.

There was not a single fight that the group didn't win, and I don't really remember if any of them were super close. But there were a lot of fights where the perception of imbalance between Them and Us was amplified by good and bad dice rolls that lead to massive frustration even while winning.

So when someone asks the question 'Is it just me, or is it way too easy to get hit in this edition? ' No. It's not just you. It can be explained. It can be justified. It can be appreciated. But even with all the justification in the world, in my experience it's really freaking easy to be hit in this system.


We have seen with PF1 and 5e how those teams designed with regards to high hits. This is mostly with spells ofc. Would I mind something that made attacks easier to hit while leaving spells unchanged? Sure but I think it would take away from the simplicity of the system in having any attack be able to be rolled against any defence.

In PF1 they never solved the ramifications of accuracy. Whomever goes first wins. The only time that didn’t hold true was low levels where there wasn’t any effects capable of winning the battle. In 5e they did this first by giving enemies massive amounts of hit points. That didn’t work so they then started making bosses have lair actions and reactions. Thus the player can do their high accuracy fight winning ability but the DM has a number of “no you can’t win the fight right now” abilities. I find that model massively unsatisfying.

So I think that shows why they have spells at lower accuracy given their higher power. But attacks would that be broken if the accuracy was higher and it was more about hits and less about crits? Sure I can see that but it takes away from the unified attacks/defences paradigm. For example in previous edition touch AC was a way to make casters and some others hit despite the regular AC still being high. It was effective at giving two lines of attacks for AC. But I agree getting rid of it was likely good for the game. Anyway I don’t have any problem with making changes to make physical attacks more accurate and I don’t think it would have that huge an effect on the game. It would make the rules more complex but maybe that’s worth it for some.

Edit: anyway we’ve seen both complaints about players hitting too little and enemies hitting too much. That combination of complaints suggests they just want an easier game. Sure enemies hit you a bit more this edition. But you hit enemies less and it’s pretty even. If you allowed your defenses to be higher to have enemies miss more often than you need to up the damage or effects they do to have a similar difficulty game. If you just lower accuracy and nothing else the game is just easier.

Edit2: anyway having players miss more often and having them be hit more often can both be considered as feel bad. But we’ve seen that with other d20 systems when they go with that way you open up a host of other issues. Including are difficulty balancing, making special rules for enemies to be able to survive it, rocket tag, etc. Would it be nice if you could have that better feel without those problems? Perhaps but I’ve not seen a design that pulls it off.


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I love how the advice for newbies is "move around more", but moving away costs your enemy a third attack, and might give them a bonus AoO for a 0 MAP attack, which is a terrible trade as and when they have AoOs... which bosses tend to. Are players supposed to memorise which monsters have AoOs? Or just get lucky?
Also how you should move around more... but if you're in a module, it's quite likely you'll get dropped before you get to act because of the *delightful* penchant of modules to go "hey, monsters ambush you".
Oh, and the delightful "use debuffs", which is super-cool advice if you're a cha-based character, but otherwise it's just chucking a dice and hoping... which is exactly the thing you're not supposed to do with a third attack. Are we supposed to throw dice for a low chance of achieving something or not?

We had a TPK in a PFS 1-4 because the boss hit at +12 with d12+5 damage. Starting characters cannot deal with that, especially if the setup is "boss has drawn a weapon and is one move away, while you all have your weapons and shields sheathed because you were reading books, oh and also there's no option to run away because this is a small room".

Its super-cool that the advice for people who are having trouble is "use tactics, noobs", but none of the tactics proposed could actually work in the situations that people are encountering. That's great, much advice, very community.


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Quote:
Oh, and the delightful "use debuffs", which is super-cool advice if you're a cha-based character, but otherwise it's just chucking a dice and hoping... which is exactly the thing you're not supposed to do with a third attack. Are we supposed to throw dice for a low chance of achieving something or not?

Sort of confused on this point, because charisma based skills aren't attacks, don't suffer MAP, so their effectiveness isn't dependent on when you use them during your turn. Well, their likelihood of success isn't impacted, at least.


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Perpdepog wrote:
Quote:
Oh, and the delightful "use debuffs", which is super-cool advice if you're a cha-based character, but otherwise it's just chucking a dice and hoping... which is exactly the thing you're not supposed to do with a third attack. Are we supposed to throw dice for a low chance of achieving something or not?
Sort of confused on this point, because charisma based skills aren't attacks, don't suffer MAP, so their effectiveness isn't dependent on when you use them during your turn. Well, their likelihood of success isn't impacted, at least.

No, but it was much lower to start with if cha isn't your primary stat. Sure it might be a better chance than a third attack at -10, but it's still chucking a dice and hoping for an unlikely high result.


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Pathfinder Rulebook Subscriber
Lucy_Valentine wrote:
Its super-cool that the advice for people who are having trouble is "use tactics, noobs", but none of the tactics proposed could actually work in the situations that people are encountering. That's great, much advice, very community.

I mean, clearly those tactics are working for other people, which is why they keep getting brought up.

I mean, what, do you think there's just some big conspiracy where everyone here is just... lying to you about their experiences and the game?

Liberty's Edge

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Lucy_Valentine wrote:

I love how the advice for newbies is "move around more", but moving away costs your enemy a third attack, and might give them a bonus AoO for a 0 MAP attack, which is a terrible trade as and when they have AoOs... which bosses tend to. Are players supposed to memorise which monsters have AoOs? Or just get lucky?

Also how you should move around more... but if you're in a module, it's quite likely you'll get dropped before you get to act because of the *delightful* penchant of modules to go "hey, monsters ambush you".
Oh, and the delightful "use debuffs", which is super-cool advice if you're a cha-based character, but otherwise it's just chucking a dice and hoping... which is exactly the thing you're not supposed to do with a third attack. Are we supposed to throw dice for a low chance of achieving something or not?

We had a TPK in a PFS 1-4 because the boss hit at +12 with d12+5 damage. Starting characters cannot deal with that, especially if the setup is "boss has drawn a weapon and is one move away, while you all have your weapons and shields sheathed because you were reading books, oh and also there's no option to run away because this is a small room".

Its super-cool that the advice for people who are having trouble is "use tactics, noobs", but none of the tactics proposed could actually work in the situations that people are encountering. That's great, much advice, very community.

One encounter in one PFS scenario is not enough IMO to insultingly scorn the advice given by posters who only wish to help.


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Pathfinder Rulebook Subscriber
Zilvar2k11 wrote:
Deriven Firelion wrote:
Either you like a more difficult game or you don't.

Why is this such a common response? I even said it's not about ease of play.

For my group, it was about the perception of being taken out of a fight because the odds are stacked so heavily against you that the roll you need to make just to HIT is what the opponent needs to roll to crit.

People keep saying it isn't about the difficulty, then listing a bunch of things that are in fact raising the difficulty.

Do you know what the most common results are if you turn the difficulty sliders up on a video game?

-Enemies hit harder.
-Enemies are harder to put down.
-Enemies become more numerous.

Now, I grant you they are not the only ways to increase difficulty. Hades does a great job of letting you pick and choose how you increase the difficulty, and I tend to prefer the ones that add more enemies or new abilities to enemies rather than simply buff their damage. Adding new wrinkles to the formula rather than just decreasing the margin of error.

The problem is those approaches also make it harder to GM monsters in a way it doesn't for video games.

One thing I don't like in video or table top games: increasing enemy health. Making a fight longer doesn't REALLY make it harder nor does it make the game more fun. So just increasing the HP pool as others have suggested is not my preference.


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Lucy_Valentine wrote:
We had a TPK in a PFS 1-4 because the boss hit at +12 with d12+5 damage. Starting characters cannot deal with that, especially if the setup is "boss has drawn a weapon and is one move away, while you all have your weapons and shields sheathed because you were reading books, oh and also there's no option to run away because this is a small room".

PFS adventures are made with random players/characters. They have a strong potential in going south.

Captain Morgan wrote:
One thing I don't like in video or table top games: increasing enemy health. Making a fight longer doesn't REALLY make it harder nor does it make the game more fun. So just increasing the HP pool as others have suggested is not my preference.

So true. Something I dislike about Starfinder. High level enemies feel so much like a grind, and the fight is static as everyone is just full attacking round after round with very few chances to see anything unforseen happening.

At least, in PF2, these fights are rare. The critical system pushes toward non repetitive gameplay.


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

They also have a MUCH harder task than normal in balancing encounters, because of the scaling for varying compositions of character levels. There have been some cases where that scaling, at least in some configurations, has gone badly.

Honestly, looking at PFS as an indication of how PF2 works simply does not work. At all. There are too many campaign houserules and concerns that do not apply at all to a normal game.


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I think one of PF2s strengths is that no single piece of advice works in all situations. You have to be constantly evaluating the game, not just apply a tactic every single encounter.

Is your third attack more valuable than an opponents? Then don't move. If it is, then maybe moving is a good thing. Or if you are faster than your opponent, then you are trading a third attack for 2 enemy attacks etc.


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HammerJack wrote:

They also have a MUCH harder task than normal in balancing encounters, because of the scaling for varying compositions of character levels. There have been some cases where that scaling, at least in some configurations, has gone badly.

Honestly, looking at PFS as an indication of how PF2 works simply does not work. At all. There are too many campaign houserules and concerns that do not apply at all to a normal game.

Clearly. The worst configuration being the 19 challenge points with 6 players where you play in high level with a single character being of high level. I've had fights against level +4 opponents in that configuration, the game hardly support it.


Squiggit wrote:
Lucy_Valentine wrote:
Its super-cool that the advice for people who are having trouble is "use tactics, noobs", but none of the tactics proposed could actually work in the situations that people are encountering. That's great, much advice, very community.

I mean, clearly those tactics are working for other people, which is why they keep getting brought up.

I mean, what, do you think there's just some big conspiracy where everyone here is just... lying to you about their experiences and the game?

I agree.

Don't underestimate the tactics. Many people don't understand how good could be the old "let's back to the door strategies" that exists since we have a battle map.

For example: In some fight with more than 1 opponents my players usually uses the dor to avoid being flat-footed or surrounded and focus their attacks in one opponent at time only advancing when they killed enough to surround their opponents. The fact that AoO are rare helps and to avoid the opponents to dificult these manouvers they delay their initiative to move thogether.

These simples tactics protect the casters, allow them to use area heal safely if need, allows martial to switch places when needed and so on.

SuperBidi wrote:
PFS adventures are made with random players/characters. They have a strong potential in going south.

I read some PFS books and they have shorter adventures less encounters and apparently more easier. Could may useful for new players and others players that fell the APs too difficult?

Grand Archive

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I see that an amount of the issue is centered around groups that are familiar with systems wherein the NPCs are built using the same rules as PCs. Starfinder and PF2 are not like that. NPCs are built differently. Part of this build is to have their numbers placed at values based on their 'level' or 'CR'. Paizo decided to take this route so that NPCs fulfill their purpose (which is not to be a PC but an NPC).


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YuriP wrote:
SuperBidi wrote:
PFS adventures are made with random players/characters. They have a strong potential in going south.
I read some PFS books and they have shorter adventures less encounters and apparently more easier. Could may useful for new players and others players that fell the APs too difficult?

PFS adventures are, overall, easier. But... What makes them sometimes hard is that they are far more random. The characters don't know each other, the players don't necessarily know each other, etc...

I've played once with a single martial in a 6-player party. It went fine, but these are the games that can spiral out of control very easily.
And even outside that extreme case, you may end up with a configuration that just doesn't match, or players that don't click together, or just flat out beginners/bad players that are crippling everyone.

One important thing to take into account in PF2 is that everything is super balanced. If one character doesn't meet the expectations, the game becomes far harder. When I was playing the first 2 levels of my Alchemist (level 1-2 Alchemist is a chore) I was really feeling it as most adventures where quite hard compared to those I was playing with more efficient characters.

In PF1, overpowered characters were sometimes making the whole adventure alone, so a weak character or even a straight useless character was not causing much issues.


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Pathfinder Rulebook Subscriber
Leomund "Leo" Velinznrarikovich wrote:
I see that an amount of the issue is centered around groups that are familiar with systems wherein the NPCs are built using the same rules as PCs. Starfinder and PF2 are not like that. NPCs are built differently. Part of this build is to have their numbers placed at values based on their 'level' or 'CR'. Paizo decided to take this route so that NPCs fulfill their purpose (which is not to be a PC but an NPC).

That's a common stumbling block, but I don't think that's what is happening here. The complaint is that monsters are too tough, but people don't seem to be looking under the chassis. A monster/NPC typically has the same accuracy bonus as a fighter of their level. People aren't looking at NPCs and complaining how they don't have the equipment, they are just saying those monsters shouldn't hit that much.


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SuperBidi wrote:
PFS adventures are made with random players/characters. They have a strong potential in going south.

Yes, but also no.

Because yes, you might be in a party with no synergy. But also, a starting PC has an AC of 18, 20 with shield. So the boss monster hits on a 6, crits on a 16, and has a pretty decent chance of insta-killing an L1 PC. It may be a PFS thing that those numbers are so stupid high, but the problem isn't a lack of PFS player co-ordination.

The Raven Black wrote:
One encounter in one PFS scenario is not enough IMO to insultingly scorn the advice given by posters who only wish to help.

And if I'd had one encounter in one game, that would be a valid point. But if I bring the most egregious example from a string of games, and those posters who "only wish to help" have no useful advice, then maybe that's actually a sign there's some kind of problem with the game, or at least with the PFS statting.

Squiggit wrote:
I mean, clearly those tactics are working for other people, which is why they keep getting brought up.

Yeah, and I'm really not sure why. I've had a bunch of PFS games, and "move away from the boss monster so they have to spend an action coming after you" would not have been good advice in any of them, since I think they all had AoOs. Moving away from the mooks because they don't have AoOs... okay, that could be sound in theory. But many of them also had ranged attacks. "Don't engage the boss in melee at all" would have been useful advice, except that it was impossible in most of them, and the situations it could have been implemented were against ranged bosses... where it would still have been useful advice.

Maybe it's a PFS thing. PFS seems based around the paradigm of the encounter happening in a way that really suits the monsters. Maybe the PFS standard of just starting encounters as setpieces with no option for scouting or engaging from a different side or whatever is just not a good combination with a game like this.

I thought I was onto something building an archer, and I was. But while it was definitely more effective, and less frustrating, it was also less interesting to play.

Also, that whole "debuffing with cha checks" thing seems like it's only good advice for cha builds. With a cha 10 character, I'm being advised to throw an action and a dice, and if I get probably a 16 or 17 the boss will take a -1 penalty to stuff for one round? How is the arithmetic working out well there?
Still, maybe everyone giving that advice is playing cha builds? That could actually be the case. Is the advice here actually "play a cha build so you can use those options"?

Malk_Content wrote:

I think one of PF2s strengths is that no single piece of advice works in all situations. You have to be constantly evaluating the game, not just apply a tactic every single encounter.

Is your third attack more valuable than an opponents? Then don't move. If it is, then maybe moving is a good thing. Or if you are faster than your opponent, then you are trading a third attack for 2 enemy attacks etc.

That seems like reasonable advice, and actually seems like a good paradigm for a game. Just one small problem: how do you know? How do you know that your third attack is better than theirs? How do you know which defence you might target with some chance of success? Do you have some wacky thing where you get to see the monster stats? Because honestly, that might actually be a good way to do this. If you could actually see the odds of success, then yes that could make for a good tactical game. It works for a whole bunch of interesting computer games. But AFAICS PF2 goes "lol no, spend an action to recall knowledge and MAYBE we'll tell you something useful, or maybe we'll tell you that the monster with a special attack has a special attack, which might happen after it has already used its special attack". Is everyone else just looking up monster stats on the internet? Or memorising them?

(this is not sarcasm, I am seriously asking: is looking up monster stats the accepted meta?)


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Pathfinder Rulebook Subscriber
Captain Morgan wrote:
Do you know what the most common results are if you turn the difficulty sliders up on a video game?

I mean, I haven't played many video games where your attacks are just expected to fail with significant regularity and getting downed by enemies is completely a matter of RNG.

That sounds like kind of a terrible video game to play, tbh.

I mean I guess Darkest Dungeon or XCOM or Fire Emblem can feel like that sometimes but that at least has the benefit of you directing multiple characters at once (and expendability kind of being a game theme, as opposed to a tabletop where the opposite is generally true). And in both games like that and traditional turn based RPGs, frankly I don't remember anyone ever telling me their favorite enemies were the one with really high dodge rates. Those types are usually considered pretty obnoxious.

That's not to say PF2 is a bad game but the tabletop-video game analogy doesn't work very well because many modern games tend to put control more in the player's hands. If I die in, I dunno, Dark Souls it's because I failed to properly avoid an attack, not because the bad guy hit his 30% chance to instantly down me with a crit.

The stakes are a lot higher in a tabletop too. Failing a mechanic in FFXIV at most means I have to redo the fight I was just on. The game's not going to delete my character if I do, but that's a real possibility in PF2.


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YuriP wrote:
Don't underestimate the tactics. Many people don't understand how good could be the old "let's back to the door strategies" that exists since we have a battle map.

In all the PFS2 games I've played, there has only been two encounters where a chokepoint could technically have been used to help the PCs (and three where chokepoints worked against the PCS). One of those encounters started with most PCs two move actions away from said chokepoint, and not enough space on the map behind said chokepoint to actually fit the party in. The other started with the party one move action beyond the chokepoint and enough space to actually use it, but also engaged in melee with enemies who had AoOs and with an initiative order that meant we'd have had some issues retreating even if we'd had perfect co-ordination.

So what I'm saying is: "use chokepoints" isn't really advice I needed or could even implement. Though this has got me back on the idea that part of the problem is the way PFS sets up encounters.

Dataphiles

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I’ve definitely TPK’d in one adventure before (A bounty where the enemy was a level+3 with Pounce and the GM rolled 4 crits in a row…), and 1-4 we won only because I filled every slot with magic missile expecting a level+3 boss. Otherwise we probably would have TPK’d there too.

Level+ enemies are much harder than the XP budget says they are at low levels. That’s because the XP budget assumes most of the difficulty difference is from AC, Hit bonus and saves not from damage or hp. However, at low levels, a level+ enemy will easily be doing twice or more the damage of a level+0 or level- enemy, and have many times more hp.

By contrast, at high levels, the opposite is true. Level- enemies have HP and damage that is very close to level+ enemies… so the deadliest encounters are a bunch of level-s (they take forever to die and quantity of rolls means they will beat you up), with level+s becoming a joke with a support character (by that level, number shifting is insane and even a 52AC enemy can easily be hit or crit if your support is doing their thing).


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SuperBidi wrote:
YuriP wrote:
SuperBidi wrote:
PFS adventures are made with random players/characters. They have a strong potential in going south.
I read some PFS books and they have shorter adventures less encounters and apparently more easier. Could may useful for new players and others players that fell the APs too difficult?

PFS adventures are, overall, easier. But... What makes them sometimes hard is that they are far more random. The characters don't know each other, the players don't necessarily know each other, etc...

I've played once with a single martial in a 6-player party. It went fine, but these are the games that can spiral out of control very easily.
And even outside that extreme case, you may end up with a configuration that just doesn't match, or players that don't click together, or just flat out beginners/bad players that are crippling everyone.

One important thing to take into account in PF2 is that everything is super balanced. If one character doesn't meet the expectations, the game becomes far harder. When I was playing the first 2 levels of my Alchemist (level 1-2 Alchemist is a chore) I was really feeling it as most adventures where quite hard compared to those I was playing with more efficient characters.

In PF1, overpowered characters were sometimes making the whole adventure alone, so a weak character or even a straight useless character was not causing much issues.

Wouldn't that mean the design goal of making the difference between a well built character and a poorly built one being very small wasn't really hit


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Pathfinder Roleplaying Game Superscriber
Lucy_Valentine wrote:
SuperBidi wrote:
PFS adventures are made with random players/characters. They have a strong potential in going south.

Yes, but also no.

Because yes, you might be in a party with no synergy. But also, a starting PC has an AC of 18, 20 with shield. So the boss monster hits on a 6, crits on a 16, and has a pretty decent chance of insta-killing an L1 PC. It may be a PFS thing that those numbers are so stupid high, but the problem isn't a lack of PFS player co-ordination.

If it's hitting on a 6 vs 20 AC (+14 attack bonus), then it almost certainly is a level 4 creature (especially considering the damage you described). That's a Severe challenge for 1st level characters.

Severe encounters are going to be nail-biters, that's the whole point. I still don't think you should be straight up dying to it, though. The biggest risk would be if it downed a character with a critical hit, no one Stabilized them, and then they rolled a 1 or 2 on the DC 12 dying check.

If you don't want to have Severe difficulty encounters, then ask your GM to scale back stuff. I guess that's not an option with PFS, though.


considerably wrote:
Lucy_Valentine wrote:
SuperBidi wrote:
PFS adventures are made with random players/characters. They have a strong potential in going south.

Yes, but also no.

Because yes, you might be in a party with no synergy. But also, a starting PC has an AC of 18, 20 with shield. So the boss monster hits on a 6, crits on a 16, and has a pretty decent chance of insta-killing an L1 PC. It may be a PFS thing that those numbers are so stupid high, but the problem isn't a lack of PFS player co-ordination.

If it's hitting on a 6 vs 20 AC (+14 attack bonus), then it almost certainly is a level 4 creature (especially considering the damage you described). That's a Severe challenge for 1st level characters.

Severe encounters are going to be nail-biters, that's the whole point. I still don't think you should be straight up dying to it, though. The biggest risk would be if it downed a character with a critical hit, no one Stabilized them, and then they rolled a 1 or 2 on the DC 12 dying check.

If you don't want to have Severe difficulty encounters, then ask your GM to scale back stuff. I guess that's not an option with PFS, though.

Glancing at the stat description, that's an exact description of a martial-based enemy, level 3. Which could definitely be rough if it comes up badly, but overall shouldn't be too bad for a level 1 party to handle.


Squiggit wrote:
Captain Morgan wrote:
Do you know what the most common results are if you turn the difficulty sliders up on a video game?

I mean, I haven't played many video games where your attacks are just expected to fail with significant regularity and getting downed by enemies is completely a matter of RNG.

That sounds like kind of a terrible video game to play, tbh.

I mean I guess Darkest Dungeon or XCOM or Fire Emblem can feel like that sometimes but that at least has the benefit of you directing multiple characters at once (and expendability kind of being a game theme, as opposed to a tabletop where the opposite is generally true). And in both games like that and traditional turn based RPGs, frankly I don't remember anyone ever telling me their favorite enemies were the one with really high dodge rates. Those types are usually considered pretty obnoxious

Thank you. This is a cogent rebuttal that addresses some of the same points I would have made.

I'm not convinced that 'the game is harder' therefore 'combat can be demoralizing' is a valid equivalence, but at least I understand a little better where some people are coming from. I don't think that it's a good equivalence, but I suppose if I did I wouldn't be confused why people keep bringing it up.


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For my group it was the fun toys being used against us in a pivotal moment that was demoralizing.

The +10/-10 is fun to be in the winning side of but not on the losing, and it's especially prevalent in trivial and sever encounters.

I said it earlier in the thread, by the proficiency without level optional rule helped out a lot with it. We don't get to use crit ad much, but neither does the enemy.

It also helps summons feel less useless as you level up.


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considerably wrote:
Severe encounters are going to be nail-biters, that's the whole point. I still don't think you should be straight up dying to it, though. The biggest risk would be if it downed a character with a critical hit, no one Stabilized them, and then they rolled a 1 or 2 on the DC 12 dying check.

+12 to hit, but yes seemed like it was level 4.

Ironically, it was not a nail-biter at all, because there wasn't any question we were going to lose. It won initiative, dropped the toughest character on the team, and then proceeded to drop everyone else in two more rounds.

And yeah, it could outright kill people with massive damage, if it crit. Which it would do on a 16. GG no counterplay!

Now, if we'd fought it in a large open space, with room to retreat, and we all had bows... yeah, maybe. But it was sprung on us in a confined space where we were not ready for combat because that was The Plot.


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Pathfinder Rulebook Subscriber

Do you remember which scenario that was?


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Pathfinder Rulebook Subscriber
Squiggit wrote:
Captain Morgan wrote:
Do you know what the most common results are if you turn the difficulty sliders up on a video game?

I mean, I haven't played many video games where your attacks are just expected to fail with significant regularity and getting downed by enemies is completely a matter of RNG.

That sounds like kind of a terrible video game to play, tbh.

I mean I guess Darkest Dungeon or XCOM or Fire Emblem can feel like that sometimes but that at least has the benefit of you directing multiple characters at once (and expendability kind of being a game theme, as opposed to a tabletop where the opposite is generally true). And in both games like that and traditional turn based RPGs, frankly I don't remember anyone ever telling me their favorite enemies were the one with really high dodge rates. Those types are usually considered pretty obnoxious.

That's not to say PF2 is a bad game but the tabletop-video game analogy doesn't work very well because many modern games tend to put control more in the player's hands.

The post you quoted isn't actually arguing whether the low hit chance is fun. It was about whether or not it (and more importantly, how hard the enemies hit) is a measure of difficulty.

Quote:
If I die in, I dunno, Dark Souls it's because I failed to properly avoid an attack, not because the bad guy hit his 30% chance to instantly down me with a crit.

No, but there are plenty of games where leaving your character in a vulnerable position gets them dropped. The tactical element of PF2 is trying to avoid those positions while doing what you can to tilt the math in your favor. And as you yourself pointed out, clearly some people have figured that out and it is working for them.

Quote:
The stakes are a lot higher in a tabletop too. Failing a mechanic in FFXIV at most means I have to redo the fight I was just on. The game's not going to delete my character if I do, but that's a real possibility in PF2.

True, but I don't think PC death is actually that common compared to video games. PCs actually dying is very rare in this edition, at least compared to PF1 which had to liberally sprinkle scrolls of resurrection if it wanted to keep a consistent cast. Most complaints don't seem to be out actually losing characters or TPKs, it is about getting knocked to dying or just otherwise badly roughed up. The problem is people feel demoralized by how hard it is to avoid getting your teeth kicked in, which really feels like difficulty complaints to me.

(I also think real risk of PC death is good for the game. The story changing when you lose a character or two rather than simply fading to a GAME OVER screen is a big part of what makes TTRPGs special, but that's really drifting off topic.)

wegrata wrote:
Wouldn't that mean the design goal of making the difference between a well built character and a poorly built one being very small wasn't really hit

Setting aside that PFS actually has different level PCs fighting alongside each other, PF2 works well if everyone hits a certain baseline. But that baseline is really, really easy to hit. You basically just need to do 4 things:

--Get an 18 (maaaaybe a 16) in your key/offensive stat.
--Get armor whose max dex bonus plays to your own.
--Get the best weapons your proficient with and that matches your offensive stat. (If you're a dex based ranger, pick finesse martial weapons.)
--Pick a class and feats that play to what you actually want to do in combat.

If you do those 4 things you're gonna be fine whether you found the crazy build on the internet or not. Unfortunately not everyone does this.


Squiggit wrote:
Captain Morgan wrote:
Do you know what the most common results are if you turn the difficulty sliders up on a video game?

I mean, I haven't played many video games where your attacks are just expected to fail with significant regularity and getting downed by enemies is completely a matter of RNG.

That sounds like kind of a terrible video game to play, tbh.

I mean I guess Darkest Dungeon or XCOM or Fire Emblem can feel like that sometimes but that at least has the benefit of you directing multiple characters at once (and expendability kind of being a game theme, as opposed to a tabletop where the opposite is generally true). And in both games like that and traditional turn based RPGs, frankly I don't remember anyone ever telling me their favorite enemies were the one with really high dodge rates. Those types are usually considered pretty obnoxious.

That's not to say PF2 is a bad game but the tabletop-video game analogy doesn't work very well because many modern games tend to put control more in the player's hands. If I die in, I dunno, Dark Souls it's because I failed to properly avoid an attack, not because the bad guy hit his 30% chance to instantly down me with a crit.

The stakes are a lot higher in a tabletop too. Failing a mechanic in FFXIV at most means I have to redo the fight I was just on. The game's not going to delete my character if I do, but that's a real possibility in PF2.

I don’t think it’s fair to compare a table top turn based game to a CRPG that’s in real time. In games like that that the movement mechanics is the dodge mechanic. Whether it’s a mmo or single player game there is hints for the attack and if you don’t move/mitigate you take massive damage or die.

So to compare it to turn based game well I have a lot of experience there as a player of XCom, FF tactics, fire emblem, fallout tactics, koei games, etc. Those games do have higher hit rates but the way they add difficulty I don’t think really translates to a table top rpg.

Some do it by attrition. XCom is a good game for example but it’s based around limited use weapons and the game is deciding when to use those super powerful abilities. I don’t think the playstyle really carries over well to PF. One day adventuring is a thing and we saw how those sorts of abilities played in PF1.

Another thing XCom and fire emblem do is allowing control of enemy engagements. They don’t move til you agro them or enter their field of vision.The enemies are much more powerful than the players for most of the game but you win by funnelling enemies and dictating when engagement starts. This is an okay way to play Pf but doesn’t work very well when you just have enemies start next to each other. It really doesn’t make for a good playstyle when you just creep slowly all the time. Sure it makes sense for a dungeon crawl but that is only a subset of ttrpg combat.

Some do it by map placement and starting positions. For example FFT often puts players in disadvantaged situations. It works because of that but that breaks down when you put them on an even playing field. So this stuff works fine in pf but you don’t want all battles to be like that. You want the system to work when it’s a variety of situations including just being face to face.

Another way to do is is dropping in fresh waves like XCom.This can work for all sorts of games but it does tend to break engagement and versamilitude when done over and over. It’s only something that can work so many times.

The thing that all these games have is their different ways of doing combat and battlefields. Problem is ttrpgs have to support them all. XCom would not work if you started the enemies and you in a crowded room, they would just destroy you. Attrition doesn’t work well in something like fire emblem because the attrition in that game is really light and you can pretty much fight til weapon charges run out which is really hard to do.

Most of these games work on having enemies more powerful than you because that is what is needed to make it difficult when you give the players the advantage of controlling the terms of engagement. For ttrpgs you need a system that works regardless of placement or initiative. Both PF1 and 5e have issues with that. How do you give players accuracy advantages and powerful effects but have difficulty? Well turns out both of those games just fail at it or slap bandaids on it. It’s one thing to say it’s so easy to give players both good accuracy and difficult combats when the other current editions of ttrpgs haven’t figured it out at all.


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Squiggit wrote:
Do you remember which scenario that was?

Spoiler:
2-01, citadel of corruption
Dataphiles

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Pathfinder Rulebook Subscriber
Squiggit wrote:
Do you remember which scenario that was?

In addition to the one mentioned there’s also 1-04, Tarnbreaker’s Trail. The area is a bit more open, but it can be difficult to move around on the ice. It’s also much faster than you with 45 speed and has a Sudden Charge which gives it +10 to that speed. It’s reflex is kinda low at only +7 so you can trip it, but with +12 to hit, 11ish damage on average, 20ac, 60hp, reach and attack of opportunity it’s something that can easily turn into a TPK. In particular, the reach + attack op is something you won’t know about so a melee martial approaching it might find themselves on the receiving end of 20+ damage.

The Exchange

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We have to understand that there are actually two PF2 games

Home games - This is where the combat tactics have a chance to work because you can scout, the GM is able to tailor the encounters, the group is able to coordinate so abilities complement. In addition, character options are available like modified Free Archetype (limit to non-MCD etc) can be used to allow for people to become invested in their character

PFS games - Combat tactics are much less useful because the setup of the scenario precludes most of them (e.g. lack of allowed scouting, ambush into small rooms, no room to dance out of the npc reach). In addition, people do not really get invested in their characters since they really very bare bones basic (e.g. skill feats such as forager, etc are meaningless, never hear anyone take a non-mcd dedication EXCEPT MEDIC and Beatmaster).


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Zilvar2k11 wrote:
Deriven Firelion wrote:
Either you like a more difficult game or you don't.

Why is this such a common response? I even said it's not about ease of play.

For my group, it was about the perception of being taken out of a fight because the odds are stacked so heavily against you that the roll you need to make just to HIT is what the opponent needs to roll to crit.

There was not a single fight that the group didn't win, and I don't really remember if any of them were super close. But there were a lot of fights where the perception of imbalance between Them and Us was amplified by good and bad dice rolls that lead to massive frustration even while winning.

So when someone asks the question 'Is it just me, or is it way too easy to get hit in this edition? ' No. It's not just you. It can be explained. It can be justified. It can be appreciated. But even with all the justification in the world, in my experience it's really freaking easy to be hit in this system.

It is why I said the game is more difficult using different mechanics.

In old D&D you could die with bad die rolls, main difference being it was just as often to a bad spell saving throw as getting hit really hard. Whereas in PF2 the accuracy of enemies is the way they made the game more difficult and faster to play.

When you played 1st and 2nd edition D&D, then dying to some bad or good die roll is just an expected part of the game.

Why else would you complain about getting hit a lot when it was the default for D&D for a few decades if it wasn't because it makes the game feel more difficult?


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Lucy_Valentine wrote:

I love how the advice for newbies is "move around more", but moving away costs your enemy a third attack, and might give them a bonus AoO for a 0 MAP attack, which is a terrible trade as and when they have AoOs... which bosses tend to. Are players supposed to memorise which monsters have AoOs? Or just get lucky?

Also how you should move around more... but if you're in a module, it's quite likely you'll get dropped before you get to act because of the *delightful* penchant of modules to go "hey, monsters ambush you".
Oh, and the delightful "use debuffs", which is super-cool advice if you're a cha-based character, but otherwise it's just chucking a dice and hoping... which is exactly the thing you're not supposed to do with a third attack. Are we supposed to throw dice for a low chance of achieving something or not?

We had a TPK in a PFS 1-4 because the boss hit at +12 with d12+5 damage. Starting characters cannot deal with that, especially if the setup is "boss has drawn a weapon and is one move away, while you all have your weapons and shields sheathed because you were reading books, oh and also there's no option to run away because this is a small room".

Its super-cool that the advice for people who are having trouble is "use tactics, noobs", but none of the tactics proposed could actually work in the situations that people are encountering. That's great, much advice, very community.

You seem to want genuine help improving tactics and are just getting used to paradigm shift. PF2 is a big shift in paradigm that will take some getting used to. The accuracy is set very high across the board.

The monsters are set high so they do lots of damage very quickly.

The characters get increased accuracy and crits through volume of attacks when used in conjunction with AC lowering tactics.


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The question is how to make a d20 ttrpg difficult with high accuracy for the players and low accuracy for the enemies. The turn based rpgs out there that have been mentioned all have issues or forced gameplay paradigms that just don’t work in a game that needs to be as flexible as PF. Theoretically I’m sure it’s possible but I’ve seen no practical suggestions that will actually do it.

PF1 and 5e both could satisfy the feel good accuracy requirements but that meant it failed horribly on difficulty. 5e was forced to invent legendary and lair actions and PF1 never even solved it at all, forcing DMs to massively adjust enemies to be a threat at all and it still led to rocket tag.

I can understand and sympathize with the frustration that high accuracy for enemies and low accuracy for players causes. But people need to realize that a lot of the problems with PF1 was because you could get skills/attacks/defences high enough to be auto successes or close to it. It feels good but it makes the game really hard to balance and make difficult.


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Lucy_Valentine wrote:

Yes, but also no.

Because yes, you might be in a party with no synergy. But also, a starting PC has an AC of 18, 20 with shield. So the boss monster hits on a 6, crits on a 16, and has a pretty decent chance of insta-killing an L1 PC. It may be a PFS thing that those numbers are so stupid high, but the problem isn't a lack of PFS player co-ordination.

Low level characters have always been able to die quick, even in 3E and PF1. One non-crit hit could often bring you down.

Quote:
That seems like reasonable advice, and actually seems like a good paradigm for a game. Just one small problem: how do you know? How do you know that your third attack is better than theirs? How do you know which defence you might target with some chance of success? Do you have some wacky thing where you get to see the monster stats? Because honestly, that might actually be a good way to do this. If you could actually see the odds of success, then yes that could make for a good tactical game. It works for a whole bunch of interesting computer games. But AFAICS PF2 goes "lol no, spend an action to recall knowledge and MAYBE we'll tell you something useful, or maybe we'll tell you that the monster with a special attack has a special attack, which might happen after it has already used its special attack". Is everyone else just looking up monster stats on the internet? Or memorising them?

Usually Recall Knowledge is recommended. Not going to be easy at low level. But a few classes have recall knowledge as part of another action which can often give information on a creature's abilities.

Unless the creature has reach, a 5 foot steps avoid AOOs and still requires the creature to move to attack. If they have reach, then you're out of luck.

My group usually stays in and swings to provide flanks for each other. Someone usually intimidates or tries to apply a status penalty or bonus.

But really, up to around lvl 6 it is pretty easy to die in PF2. Lvl 7 seems to be a little bit of a power up that makes it more difficult to die. Then lvl 11, then lvl 15 you become really strong, and by lvl 19 and 20 you are doing to the monsters what they were doing to you.

The game scales up in power at more even rate than PF1. But low levels are rough, rougher for some classes than others. No amount of tactics or teamwork will change this, but you still want to use tactics to improve your chance of success.

Dataphiles

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Pathfinder Rulebook Subscriber
Arakasius wrote:
The question is how to make a d20 ttrpg difficult with high accuracy for the players and low accuracy for the enemies. The turn based rpgs out there that have been mentioned all have issues or forced gameplay paradigms that just don’t work in a game that needs to be as flexible as PF. Theoretically I’m sure it’s possible but I’ve seen no practical suggestions that will actually do it.

Sure it's possible to have high accuracy for the players and low accuracy for the enemies, you just need to tune HP numbers accordingly to keep the challenge (that is, if you want the game to be challenging). Is anyone going to have fun in a game where the enemies are blobs of meat and the players are made of paper though? I don't think so.

You could have certain classes that are difficult to hit, but highly defensible characters are problematic from a GM perspective. Attacking them is obviously a waste of time if you can only hit on a 20, but if you walk around them and hit anyone else you're just invalidating all their build choices. They need a punisher mechanic to stop enemies doing that, like marking in 4e does, but even defenders in 4e aren't "unhittable" by any stretch, usually you'd be looking at needing a 17+ to hit their AC, but their NADs (Non AC defenses, which 4e monsters target quite frequently) are much easier to hit.


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wegrata wrote:
SuperBidi wrote:
YuriP wrote:
SuperBidi wrote:
PFS adventures are made with random players/characters. They have a strong potential in going south.
I read some PFS books and they have shorter adventures less encounters and apparently more easier. Could may useful for new players and others players that fell the APs too difficult?

PFS adventures are, overall, easier. But... What makes them sometimes hard is that they are far more random. The characters don't know each other, the players don't necessarily know each other, etc...

I've played once with a single martial in a 6-player party. It went fine, but these are the games that can spiral out of control very easily.
And even outside that extreme case, you may end up with a configuration that just doesn't match, or players that don't click together, or just flat out beginners/bad players that are crippling everyone.

One important thing to take into account in PF2 is that everything is super balanced. If one character doesn't meet the expectations, the game becomes far harder. When I was playing the first 2 levels of my Alchemist (level 1-2 Alchemist is a chore) I was really feeling it as most adventures where quite hard compared to those I was playing with more efficient characters.

In PF1, overpowered characters were sometimes making the whole adventure alone, so a weak character or even a straight useless character was not causing much issues.

Wouldn't that mean the design goal of making the difference between a well built character and a poorly built one being very small wasn't really hit

Quite the opposite actually. PF2 puts you against 3 PC-built enemies every 3 fights (as monsters are very close to PCs in terms of efficiency, actually, they are sometimes even stronger). And despite that, you don't have TPKs every 3 fights.

If you were doing the same thing in PF1, noone would ever reach level 3. In fact, a single PC-built enemy in PF1 is enough to score a kill if it rolls high in initiative.

It also tends to disprove Squiggit points of view: If the game was so random, how could it be possible to match the PCs against a group with 3/4 of their power so often and not score a TPK every 2 levels?
In my opinion, PF2 is extremely well balanced. Still, it's not perfect, and the Alchemist needs improvement. Also, at low level, you have less resources and some characters may not be fully operational until they get access to a feat, equipment or class ability. Unfortunately, that's something that is forgotten in encounter guidelines: Not everyone is fully operational at level 1, many builds are quite weak (Alchemist, Wizard, Witch, Bard, archers, full plate users, Swashbuckler...).


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Arakasius wrote:
The question is how to make a d20 ttrpg difficult with high accuracy for the players and low accuracy for the enemies. The turn based rpgs out there that have been mentioned all have issues or forced gameplay paradigms that just don’t work in a game that needs to be as flexible as PF. Theoretically I’m sure it’s possible but I’ve seen no practical suggestions that will actually do it.

You have 2 extremes on a scale:

Either you give lots of accuracy to players and nearly no effect. So, as Exocist says, monsters with an atrocious bunch of hps. The fights end up being super boring.
Or, you give lots of accuracy to players and real effects. In that case, combat is super fast and if you give low accuracy to monsters then they have to one-hit kill you for the game to be challenging. It still super random but instead of being random on the player side it's random on the monster side.

Anyway, the core of the issue can be simply put: How to make the game quite difficult without the game to ever feel difficult?
I honestly don't think there's a solution to that. At some point, there will be a mechanic that will feel punishing (either because there's a bad roll streak, a bad positionning, a Leroy Jenkins or whatever).


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Pathfinder Rulebook Subscriber

I may not like the mechanic or system that much, but I slightly object to wordings along the lines of "forced to invent" in regards to 5E's Legendary Resistance and Lair Actions. It's just a mechanic. If it does the thing it needs to do well, it's a good mechanic. It may be unsatisfying in other ways, but sometimes you just need a mechanic that looks and sounds and smells like a mechanic rather than a verisimilitude boost or play option. (See also: Incapacitation.)

I am sympathetic to frustrations about difficulty and the advice given for that, though. PF2E is simply too hard by default, for a number of reasons themselves somewhat understandable, and I genuinely believe people who offer that advice do so because they want others to enjoy what they do. But those who struggle are often facing things no one can help, or are unable to identify/articulate what the exact issues are, or are dealing with any number of things which make giving less generic advice difficult or impossible. 5E may be kinda dull mechanically, at least to me after a few years of playing it, but you generally don't really need any of the clarifying notes PF2E veterans have to regularly trot out just to go smash things with friends and not die.

PF2E does a lot of things right and has other strengths, but it would be nice if the pitfalls described in Captain Morgan's earlier post simply weren't a thing to contend with, and the adventures and scenarios were quicker to adapt to the system and provide more moderate difficulty.

Liberty's Edge

Lucy_Valentine wrote:
Squiggit wrote:
Do you remember which scenario that was?
** spoiler omitted **

Just checked. The fight should happen in the bigger room not in the small one. Also Research never states that you do not keep your weapons and shields at the ready.

The GM made the encounter far more difficult than it was supposed to be.

Liberty's Edge

In fact the bigger room has a pretty small entrance through which your party came and that can be used as a chokepoint.

I am not sure the many bad experiences you had were due to the PFS encounters as written.


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The Raven Black wrote:


Just checked. The fight should happen in the bigger room not in the small one. Also Research never states that you do not keep your weapons and shields at the ready.

The fight happened in the "bigger" room, which is still a room where you can't actually get away from the monster. The amount of space we'd need to fight that thing at level 1 is like... a football pitch, so we could just retreat across it while shooting.

As for research not requiring you to put away your weapons, that seems ridiculous to me. The characters spent six hours looking at a mural and copying parts of it down. A) that would require them to be writing things down, so they'd be using their hands for that and hence weapons would be sheathed, and b) standing around with weapons at the ready for six hours would be pretty silly even if somehow you weren't using your hands for something else.

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