Design Evolution of 2e APs?


Pathfinder Adventure Path General Discussion


I've heard several people on messageboards and YouTube say that the "earlier" 2e APs didn't have the challenge levels right and had design issues as the writers were still getting used to the new edition. Having run the first part of Age of Ashes, I agree with this sentiment.
First, is it "better" now?
If it is better, at what point would you say Paizo hit its stride with 2e APs? Extinction Curse, Agents of Edgewatch, Abomination Vaults, etc.?
I don't want to risk another TPK-fest like Age of Ashes and drive away another group of potential 2e fans?


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Generally it’s agreed that things took a turn for the better with Abomination Vaults, and everything since is very well liked.

Scarab Sages

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I would say Abomination Vaults was the first AP to not have a really brutal reputation for its first book, although I hear there's one particular encounter that's unexpectedly deadly.

I hear Strength of Thousands has a gentler learning curve, and I know firsthand that Chapter One of Quest for the Frozen Flames isn't difficult like the earliest ones could be.

Honestly, I'm not sure APs are the best introduction for newcomers, but if I had to run one for newbies then I'd choose the latest two.


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Strength of Thousands is broadly “gentler,” and also has the benefit of both a focus on non-combat solutions plus a bunch of bonus tools for PCs (Free Archetype + your Branch benefits) to help buff up your players.

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