Unicore |
Ubertron_X wrote:To come up with plausible bad moves for deadly enemies is one of the GM's hardest tasks because it is not easy riding the line in between keeping tension and a general sense of danger versus making fights feel cheated in favour of the players and the feeling of being invincible no matter what you do.
There is a Foundry module (name I'd have to look up) that auto adds adjectives to tokens as you place them. I've found this is great for role-playing, combat tracking and playing enemies less optimally.
Now my encounter of three goblins is with a Fiesty Goblin, Charming Goblin and a Cowardly Goblin. So now I've got one that I'll let over extend, one that will spend actions trying to intimidate and one that makes sure to not end its turn next to an enemy.
I am finding fewer and fewer reasons not to learn how to GM on Foundry. I can't say how much I love the idea of making it easier to give individual NPC creatures and villains motives to make them interesting and unique without requiring a lot of time or GM planning. This is a really, really cool tool for doing that.
Gortle |
I used to use it a fair bit and lost it in an incompatibility issue. I miss it. I'll have to try it again.Ubertron_X wrote:To come up with plausible bad moves for deadly enemies is one of the GM's hardest tasks because it is not easy riding the line in between keeping tension and a general sense of danger versus making fights feel cheated in favour of the players and the feeling of being invincible no matter what you do.
There is a Foundry module (name I'd have to look up) that auto adds adjectives to tokens as you place them. I've found this is great for role-playing, combat tracking and playing enemies less optimally.
Now my encounter of three goblins is with a Fiesty Goblin, Charming Goblin and a Cowardly Goblin. So now I've got one that I'll let over extend, one that will spend actions trying to intimidate and one that makes sure to not end its turn next to an enemy.
Captain Morgan |
Malk_Content wrote:I am finding fewer and fewer reasons not to learn how to GM on Foundry. I can't say how much I love the idea of making it easier to give individual NPC creatures and villains motives to make them interesting and unique without requiring a lot of time or GM planning. This is a really, really cool tool for doing that.Ubertron_X wrote:To come up with plausible bad moves for deadly enemies is one of the GM's hardest tasks because it is not easy riding the line in between keeping tension and a general sense of danger versus making fights feel cheated in favour of the players and the feeling of being invincible no matter what you do.
There is a Foundry module (name I'd have to look up) that auto adds adjectives to tokens as you place them. I've found this is great for role-playing, combat tracking and playing enemies less optimally.
Now my encounter of three goblins is with a Fiesty Goblin, Charming Goblin and a Cowardly Goblin. So now I've got one that I'll let over extend, one that will spend actions trying to intimidate and one that makes sure to not end its turn next to an enemy.
It really is a great VTT.
Malk_Content |
Malk_Content wrote:I am finding fewer and fewer reasons not to learn how to GM on Foundry. I can't say how much I love the idea of making it easier to give individual NPC creatures and villains motives to make them interesting and unique without requiring a lot of time or GM planning. This is a really, really cool tool for doing that.Ubertron_X wrote:To come up with plausible bad moves for deadly enemies is one of the GM's hardest tasks because it is not easy riding the line in between keeping tension and a general sense of danger versus making fights feel cheated in favour of the players and the feeling of being invincible no matter what you do.
There is a Foundry module (name I'd have to look up) that auto adds adjectives to tokens as you place them. I've found this is great for role-playing, combat tracking and playing enemies less optimally.
Now my encounter of three goblins is with a Fiesty Goblin, Charming Goblin and a Cowardly Goblin. So now I've got one that I'll let over extend, one that will spend actions trying to intimidate and one that makes sure to not end its turn next to an enemy.
If you are any where near living on GMT +0 I'd be happy to run a demo where you can have GM rights and look around.
HumbleGamer |
Has anyone else had a similar experience?
Yes, it's not unusual that situations like that happen.
In my experience, the cause of this can be:
1) Bad roll streak from the party and/or good roll streak from the enemies ( nothing you can do about this, unless you are using a DM screen for your rolls and want to cheat or, for example, make the enemies act dumb, like splitting attacks on the party rather than ending/focusing one target. But I won't push this way, as I hate either DM screen and cheating on players ).
2) Elite enemies ( this happens when the DM is dealing with a party larger than 4. I suggest to add instead a weakened version of an add the party fought before, rather than giving elite to enemies or bosses ).
3) Boss levels before some specific capstones ( lvl 5, lvl 13, lvl 17 ).
This means that "If Enemies have a level equal or higher than one of these, and characters are below those levels, it would result in more powerful than elites, because the DC is set for the level +0".
A standard example would be a lvl 10 party facing a lvl 13 enemy... on a hill... ( I guess you what I am talking about ).
If you have a larger party and made the boss an elite one, well then it would be somehow impossible for them ( reason why I always suggest to add a weakened add rather than dealing with elite bosses ).
4) Finally, the party composition. Some party would obviously result more efficient than others, and if you see that your party can't properly handle the standard difficulty, I suggest you to give them weakened enemies rather than TPK everytime or cheat during the encounter ( see point ).
Unicore |
Unicore wrote:If you are any where near living on GMT +0 I'd be happy to run a demo where you can have GM rights and look around.Malk_Content wrote:I am finding fewer and fewer reasons not to learn how to GM on Foundry. I can't say how much I love the idea of making it easier to give individual NPC creatures and villains motives to make them interesting and unique without requiring a lot of time or GM planning. This is a really, really cool tool for doing that.Ubertron_X wrote:To come up with plausible bad moves for deadly enemies is one of the GM's hardest tasks because it is not easy riding the line in between keeping tension and a general sense of danger versus making fights feel cheated in favour of the players and the feeling of being invincible no matter what you do.
There is a Foundry module (name I'd have to look up) that auto adds adjectives to tokens as you place them. I've found this is great for role-playing, combat tracking and playing enemies less optimally.
Now my encounter of three goblins is with a Fiesty Goblin, Charming Goblin and a Cowardly Goblin. So now I've got one that I'll let over extend, one that will spend actions trying to intimidate and one that makes sure to not end its turn next to an enemy.
That is a a kind offer. I have foundry, I just haven't familiarized myself with it enough to run games confidently on it, yet, but the incentives to do so keeping going up. I am pretty far off GMT though.
Paulyhedron |
Paulyhedron wrote:I've read this thread through twice now and part of me is wondering if this isn't a troll post? I've been in a tpk (Abomination Vaults), but only the one in my entire gaming life (2004). So I am not sure.Hey there. Assuring you this isn't a troll post.
I can give you a few examples of PF2 TPKs I've had, as well as encounters that were so difficult the party just gave up. Alas, no full details because some of them were a couple years ago now. Some of these were admittedly due to my learning the system - especially one of the Age of Ashes TPKs.
Putting in spoiler tags...
** spoiler omitted **
Yeah I dunno I have read the other stuff, Pf2 has made me and several others retrain how we play RPG's what works here in others won't here.
breithauptclan |
Do you think the Proficiency Without Level variant would help avoid TPKs? For example, would it decrease the likelihood of devastating critical hits by monsters? Would it decrease the monsters' AC to a sufficient level where the players might feel they aren't missing the majority of the time?
Only if you are pitting the party against enemies of significantly higher level than they are.
Proficiency Without Level will flatten and extend the range of levels of enemies that the party can take on. However, it isn't completely flat. There are still the proficiency bump levels. So at some levels there will be practically no difference in stats between a level n enemy and a level n+3 enemy, and at other values of n there will be a +2 or +3 difference in stats between a level n enemy and a level n+3 enemy.
HumbleGamer |
Do you think the Proficiency Without Level variant would help avoid TPKs? For example, would it decrease the likelihood of devastating critical hits by monsters? Would it decrease the monsters' AC to a sufficient level where the players might feel they aren't missing the majority of the time?
Depends whether your party has everything in terms of potency weapon/armor runes, between the level up and the next task.
If they already have everything they need, it won't change anything.
breithauptclan |
Harles wrote:Do you think the Proficiency Without Level variant would help avoid TPKs? For example, would it decrease the likelihood of devastating critical hits by monsters? Would it decrease the monsters' AC to a sufficient level where the players might feel they aren't missing the majority of the time?Depends whether your party has everything in terms of potency weapon/armor runes, between the level up and the next task.
If they already have everything they need, it won't change anything.
Automatic Bonus Progression would take care of that.
HumbleGamer |
HumbleGamer wrote:Automatic Bonus Progression would take care of that.Harles wrote:Do you think the Proficiency Without Level variant would help avoid TPKs? For example, would it decrease the likelihood of devastating critical hits by monsters? Would it decrease the monsters' AC to a sufficient level where the players might feel they aren't missing the majority of the time?Depends whether your party has everything in terms of potency weapon/armor runes, between the level up and the next task.
If they already have everything they need, it won't change anything.
Would automatically take care of that, but if their group is on par with the characters progression, it would neither solve their issue, nor give a slightly change.
Not having a clue why they keep getting TPKed, it could be either also related to the progression or not.
Temperans |
Do you think the Proficiency Without Level variant would help avoid TPKs? For example, would it decrease the likelihood of devastating critical hits by monsters? Would it decrease the monsters' AC to a sufficient level where the players might feel they aren't missing the majority of the time?
Proficiency without level will 100% deal with a vast amount of enemies being too strong. While level will still be important due to: More feats, more/better spells, higher level items, etc. Proficiency with half level also helps while still allowing clearly dangerous encounters.
In both cases the reason why it works is that it decreases the swinginess of the math, specially when it comes to critical hits. Instead of a +4 enemy getting a ~20% chance to crit succeed they would have ~5% chance; Similarly, a -4 enemy instead of having ~20% chance to crit fail they would have a ~5% chance.
Someone mentioned the spikyness of level proficiency increases. That can be solved by spreading out when proficiency is given. The proficiency name would then symbolize "you have reached X bonus there for you are Y" as opposed to "because you are Y you have X bonus". I know its small but it can change a lot of how players think.
Dargath |
I'm not bragging - actually the opposite.
I manage to average out to a TPK every three sessions (or approximately 12 hours of game time). This is across different groups and different Adventure Paths.
So I'm left wondering - is it just me? Am I a Killer GM when it comes to running Pathfinder 2e? Or is it the Adventure Paths that are extremely difficult? (I was running Age of Ashes and then Extinction Curse.)
But in the process, I've managed to sour three different groups (more than a dozen people) on Pathfinder 2e.
Has anyone else had a similar experience?
Grass is always greener syndrome I guess. Have a lot of friends who complain 5e is too easy and there’s no challenge or risk and/or have to go way out of their way as a GM to make it hard and I personally love how deadly PF2E is. This planet is weird. Some people get sour on a game because they die, others because they never die. Strange planet.
Harles |
2 people marked this as a favorite. |
Harles wrote:Grass is always greener syndrome I guess. Have a lot of friends who complain 5e is too easy and there’s no challenge or risk and/or have to go way out of their way as a GM to make it hard and I personally love how deadly PF2E is. This planet is weird. Some people get sour on a game because they die, others because they never die. Strange planet.I'm not bragging - actually the opposite.
I manage to average out to a TPK every three sessions (or approximately 12 hours of game time). This is across different groups and different Adventure Paths.
So I'm left wondering - is it just me? Am I a Killer GM when it comes to running Pathfinder 2e? Or is it the Adventure Paths that are extremely difficult? (I was running Age of Ashes and then Extinction Curse.)
But in the process, I've managed to sour three different groups (more than a dozen people) on Pathfinder 2e.
Has anyone else had a similar experience?
For my most recent group who had a TPK, the dichotomy between the lethality of the system and the expectation that a party would be able to experience the story of a 20 level Adventure Path was too strong. It killed all the enjoyment of the AP. They got the mentality of "I guess this is just going to be a series of difficult combat encounters, rinse and repeat."
It's really a shame too. The system mostly works for me - better than 5e. But the encounters should probably be 2 levels easier to reinforce that the story is the most important part of the game, and then the "filler" encounters should be minimized in an AP. You don't need to meticulously count XP between chapters when you're doing a story-based game.
Unicore |
1 person marked this as a favorite. |
Here is my recommendation:
Tell them that the developers have learned that some players feel the difficult of adventures are overturned, especially at low level against powerful solo monsters. Offer to let them play dual class characters, which is an official variant and run one of the newer APs. Read the message boards about that AP and look out for the troublesome encounters that kill party members and how GMs modified things.
Also consider dropping excessive +1 weapons and armor early. It will feel cool and any unbalancing it does will equal out after just a couple levels.
I bet your players, looking to feel like heroes will enjoy dual class and the newer APs have cool stuff going on.
Dancing Wind |
5 people marked this as a favorite. |
You don't need to meticulously count XP between chapters when you're doing a story-based game.
You don't have to do that with APs.
At the beginning of each book, look for the sidebar "Advancement Track". It's usually on the first page of the adventure. That will tell you exactly when characters level.
For example, "Zombie Feast" (Part 1 of Blood Lords), has the following suggestions
1. The characters begin this adventure at 1st level
2. The characters should reach 2nd level once they've cleared out their new manor.
3. The characters should reach 3rd level after exploring the Bone Shards hideout and Graydirge Bank.
The characters should reach 4th level by the time they complete the adventure.
If you're meticulously counting XP, you're making it much harder than you need to.
Harles |
1 person marked this as a favorite. |
Harles wrote:You don't need to meticulously count XP between chapters when you're doing a story-based game.You don't have to do that with APs.
At the beginning of each book, look for the sidebar "Advancement Track". It's usually on the first page of the adventure. That will tell you exactly when characters level.
For example, "Zombie Feast" (Part 1 of Blood Lords), has the following suggestions
1. The characters begin this adventure at 1st level
2. The characters should reach 2nd level once they've cleared out their new manor.
3. The characters should reach 3rd level after exploring the Bone Shards hideout and Graydirge Bank.
The characters should reach 4th level by the time they complete the adventure.If you're meticulously counting XP, you're making it much harder than you need to.
I'm not doing that. Paizo is. (Or at least, they were in the earlier APs that I have tried.)
To shoehorn all the XP into the AP chapters, they seem to cram in a lot of Severe encounters just to get the characters to a specific level, when it would be simpler (and better serve the story) to make Milestone XP the default. By doing this they can have encounters that fit the story & don't risk slaughtering the party on an unimportant encounter that isn't telegraphed in the module.Dancing Wind |
the characters to a specific level, when it would be simpler (and better serve the story) to make Milestone XP the default. By doing this they can have encounters that fit the story & don't risk slaughtering the party on an unimportant encounter that isn't telegraphed in the module.
They are giving you the option to run it either way. They tell you exactly when the milestones occur so that you don't have to cram all those encounters into the story you're telling.
No one is forcing you to slaughter the party. No one is forcing you to meticulously track XP. Paizo tells you exactly what to do if you want to use milestone leveling instead of XP.
If your players enjoy the arithmetic of precise XP, Paizo tells you exactly what to do if you want to do that.
It's up to the GM which method gets used. Paizo isn't railroading GMs into either system.
Mathmuse |
For my most recent group who had a TPK, the dichotomy between the lethality of the system and the expectation that a party would be able to experience the story of a 20 level Adventure Path was too strong. It killed all the enjoyment of the AP. They got the mentality of "I guess this is just going to be a series of difficult combat encounters, rinse and repeat."
It's really a shame too. The system mostly works for me - better than 5e. But the encounters should probably be 2 levels easier to reinforce that the story is the most important part of the game, and then the "filler" encounters should be minimized in an AP. You don't need to meticulously count XP between chapters when you're doing a story-based game.
The contrast between Harles's campaign and my campaign feels weird. I am converting Ironfang Invasion to PF2, and I am currently rebuilding an encounter with a CR 13 blood hag witch and her two CR 11 Advanced Fen Mauler pets as an encounter with a 13th-level blood hag witch, her two 11th-level Elemental Inferno pets, two 13th-level Shadow Giants, and two 13th-level Jorogumo. That is 3 times harder than intended, because that the party is 3 times stronger than intended (7 members and 15th level instead of 14th).
Nevertheless, combat will be easier than a moderate threat. This PF1 adventure path has been softening encounters since 12th level. My wife jokes that it lulls the party into complacity until the story gives me an excuse to push the threats up to severe, like I did at the end of the previous module, bwahaha. She likes tough encounters.
Yet pushing up the threat is half the reason the party is 15th level instead of 14th level. The other half is that they invent side quests.
Harles wrote:You don't need to meticulously count XP between chapters when you're doing a story-based game.You don't have to do that with APs.
At the beginning of each book, look for the sidebar "Advancement Track". It's usually on the first page of the adventure. That will tell you exactly when characters level.
For example, "Zombie Feast" (Part 1 of Blood Lords), has the following suggestions
1. The characters begin this adventure at 1st level
2. The characters should reach 2nd level once they've cleared out their new manor.
3. The characters should reach 3rd level after exploring the Bone Shards hideout and Graydirge Bank.
The characters should reach 4th level by the time they complete the adventure.If you're meticulously counting XP, you're making it much harder than you need to.
Dancing Winds' advice is good. I can't use it myself, due to my players' love for side quests. But keeping the threat low would reduce XP from combat. Earning XP from story milestones instead would keep the PCs at a proper level so that the GM won't have to reduce the threat much.
My current module, Prisoners of the Blight, says, "The PCs begin this adventure at 14th level," and suggests 15th level by page 38 and 16th level after the conclusion on page 51. The final module, Vault of the Onyx Citadel, is supposed to begin at 16th level and end at 18th level, but I am curious whether the party will reach a full 20 levels.
Temperans |
BTW, TPKs have little to do with XP tracking and more to do with how the encounter was designed fundamentally and the way both the GM and players go about things.
Take for example an easy encounter vs 5 enemies. If you double the enemies it suddenly becomes a hard encounter. Same thing happens if the encounter's environment doesn't favor the party, if the party composition is not set up to handle the encounter, if the players/enemies are having a lucky night, etc.
In fact XP tracking actually helps prevent a lot of TPKs by making sure that players are not unknownly made to fight a diffult battle.
HumbleGamer |
1 person marked this as a favorite. |
I also don't use xp ( come to think of, non of our groups never really used/loved them ).
In addition to the milestones, I think it's appropriate to give players the time to properly manage their level up.
We just had a quite deep discussion about it yesterday.
What I mean is that unlike other systems, this 2e has 2 peculiar features one should take into account:
- retraining
- downtime activities ( which are complementary to default loot provided by the AP)
After a level up, characters unlock the possibility to craft ( or search for) new equipment, which may drastically improve their chances of survival.
For example, hitting lvl 10 and being able to craft weapon potency runes +2 would be gamechaing.
But same can be said about feats which become obsolete at some point, and if retrained would provide a significant boost.
For example, retraining an attack, when you become eligible for a better one, into something different ( maybe a defensive passive perk).
If the players, or the DM, feel the urge to complete the book without having a chance of properly do downtime, they are probably pushing things unnecessarily harder.
Consider some events as triggers is imo also bad.
The mighty lich didn't attack for decades, and it's not going do to so because the adventurets arrived in town or completed a task. Or else the group is going to find themselves into an infinite loop, always running to save the world.
My suggestion here is to take it easy, both the DM and the players, allowing time to properly do the required stuff whenever is required.
CorvusMask |
Here is one way to make game naturally more easy in case you ever run 2e homebrew adventures in future: Mostly focus on enemies from -4 to -1 player range, use equal level enemies as "bosses with allies" and then reserve +1 to +4 enemies for what are supposed to be various degree of harder fights, either minibosses(with +1) or hard bosses(moderate +2 can sometimes be hard enough to feel like boss especially with few mooks or if players are low in resources. Avoid doing solo severe or extreme for levels 1-5 until you are confident in party).
This is mostly from my experience of converting Jade Regent to 2e. Some of 2e AP dungeons follow design of "dungeon mostly mostly moderate encounters with couple low and severe sprinkled in, maybe one trivial joke encounter. Every room has a +1 or +2 miniboss, with occasional severe soloboss that can be avoided but comes as surprise" with occasional "mooks encounters of -2 to 0 level foes" sprinkled in. 1e on otherhand sometimes had dungeons were majority of enemies were ridiculously weaker than PCs with few stronger encounters sprinkled in.
So converting that to mooks being -4 or -3 trivial mooks and either having multiple sets of "trivial" encounters capable of being combined into larger encounters(still containing trivial mooks) has been good way to translate 1e dungeon style to 2e and keep it as dynamic(as in reinforcements arriving to support encounter group pcs are fighting), where in 2e aps combining encounters is extremely dangerous unless you know exactly what is going to happen. And doing this still means that players level up in same pace as in 1e book even with 2e exp.
(yeah, so 2e miniboss design you see in some dungeons(like specific AV levels) isn't really about exp. Its because 1e also had miniboss design sometimes, but it didn't work there because single enemies got decimated easily, so in 2e where that design means minibosses are challenging having too many of them in dungeon feels exhausting ^^; Though at least by high levels +1 and +2 enemies aren't that bad anymore, but during levels 1-4 I feel like +1 and +2 foes are really dangerous)
In general, I feel that trivial encounters are somewhat rare in 2e APs, where areas I think larger dungeons should actually have multiple trivial encounters with some low and moderate mixed in and severe being either boss of dungeon or particularly challenging encounter mixed. Such as by having several trivial encounters composed of 4 enemies in adjacent rooms, so if players don't prevent alarm being raised or block the doors, they can combine into moderate or severe encounter.
By time party are feeling encounters are easy or feeling confident in system, its possible to ramp up things gradually. Like doing things like having two equal level meat shields and four trivial back up shooters in severe encounter. Still not punishingly hard but its challenging.
One thing to also recognize is that this also works flavor wise. Heavily defended fortress where enemies are in good defensive positions? Makes sense for majority of soldiers being -4 or -3 enemies, with "elite soldiers" being level -2 to +0 and commanders being in level +1 to +2" range. +3 or +4 could be monster they captured in cage and players could either release it or avoid fighting it at all.
(not sure this is helpful to OP since not sure they are able to return to 2e in long time, but I do hope this helps someone else with similar problem as well ^^; )
Helvellyn |
I know this sounds like an IT tech asking you to check if a PC is plugged in, but are they calculating their proficiency bonus to the roll accurately? I’ve done a fair few society games where a character keeps getting dropped in combat and upon checking their character sheet they have forgotten to add their level to the proficiency bonus. In particular they have forgotten to add their level to AC, saves, spell DCs and attack rolls.
I probably isn’t that but I have found it is something worth checking before you start looking elsewhere.
Harles |
1 person marked this as a favorite. |
I know this sounds like an IT tech asking you to check if a PC is plugged in, but are they calculating their proficiency bonus to the roll accurately? I’ve done a fair few society games where a character keeps getting dropped in combat and upon checking their character sheet they have forgotten to add their level to the proficiency bonus. In particular they have forgotten to add their level to AC, saves, spell DCs and attack rolls.
I probably isn’t that but I have found it is something worth checking before you start looking elsewhere.
In my case, it should all be done automatically on Foundry VTT.
Fumarole |
2 people marked this as a favorite. |
Paizo includes enough encounters to account for XP between levels for GMs that use XP. If you don't desire all those encounters for your milestone game, simply remove encounters you think are unnecessary. It is easier for GMs to remove unwanted content than for a GM to create needed content.
If the encounters are too hard, simply advance your party one level above recommended and the experience will be much easier on them. If the players bristle at this (and why would they, if it's what everyone at the table thinks would make for a better game?), don't tell them it's what you're doing.
Ouatcheur |
...
I manage to average out to a TPK every three sessions ...
We're running Abomination vault. Party: 1 cleric, 1 oracle, 1 sorcerer, 1 ranger, 1 fighter. The spellcasters are the iconics PCs. Level 1.
Just reached level 2, cleared the ground level after about 6-7 game sessions of 5-6 hours each. We waste a lot of time on useless stuff I know.
My fighter gets downed *every* non-trivial fight i.e. every fight except vs the Mitflits. Often downed in a single blow. I even reached Dying 3 "rol for 12/20 chances of permadeath" a couple times. The other PCs each got downed at least once, average twice. One fight would have been 100% TPK if we had better understood the rules or if the DM didn't try to "help" us (say for example by not making the enemies attacks the best way they could, with the most powerful attacks they have).
And apart from 1 obtuse player always "doing his own stuff, we all know playing independently instead of as a team is a surefire way to lose, so we always try to maximize our team synergy and combo bonuses, too. Flanking, Dazing, Dazzling, Demoralizing, etc. Even then it's super duper hard fights all the time. For a module calibrated for only 4 PCs!
What I recommend other GMs:
- Check your group playing style / how they use PF2 "system mastery":
If they play like in D&D 5E, everybody maxing out his own heroics without a care for the tactical situation of their friends, assume party is 1 (or maybe even 2) level(s) lower that it really is. Especially if they use the iconics, which are actually weaker than properly built PF2 PCs should be.
- Check how "hard" the Adventure Path is considered by the web. Adjust it's level by 1 or maybe even 2.
- Insert a couple different short level 1 "easy" adventures just to make them level up BEFORE doing the "actual" real adventure.
=====================
Alternatively, a way that players that like to try different characters might love:
Warn every player in advance that the campaign style is they are members of a local (and new) Adventuring Guild, and that there will be lots of PC deaths (just because the system and modules are both quite hard, not because the GM will go out of his way to make it hard), a expect lots of deaths, and players will not constantly play the same character, too. So don't waste too much time creating "your" PC.
Pregen a stack of say 20 PCs using a tool like this: http://rmangels.net/codex/pf2epcgen/
Experience is for the entire party, all characters level up together, including those that aren't played.
Every time the party is in town, including Day 1, and the party spends 1 day of downtime there (enough to fully rest and max HP and spells), each player must either pay 1 Hero Point, or put his PC (if he has one) back in the guild. Then every player without a PC draws three characters "from the guild". Then the GM gives the players 1 minute to choose which one they will play (else they are forced to choose the first one they drew - it's a quick choice from ancestry/class, not a min-maxing analysis of every skill and power), and they put the non-chosen characters "back into the guild". Every time a player makes his selection within that minute, he gains 1 Hero Point. the HP are assigned to the player not to the characters.
Every time your PC dies, the rest of the group is forbidden to just "continue exploring more", and must try to come back to town ASAP.
Every time your PC dies, you gain 1, 2 or even 3 extra Hero Points (gained AFTER he died, though), depending on how "heroic" his death was. If he died needlessly or stupidly, 1 HP. Normal = 2 HP. Self-sacrificing dramatic moment = 3 HP.
All players automatically gain 1 Hero Hero Point every session start, and all Hero Points are lost upon Level Up. Levels up are done BETWEEN sessions as to not waste game session time.
Right before every level up, new adventurers (at least one) might join the guild. The goal is to finish the full Adventure Path before the guild goes extinct (i.e. less members left than number of players), in which case EVERYBODY loses.
Ched Greyfell |
I promise I'm not being condescending.. this actually came up in another thread from formerly 5e players. Are they adding their level to their proficiency? There was a guy on the boards here a while back who had come from 5e and didn't know that the +2, +4, and so on was plus your level.
Errenor |
I promise I'm not being condescending.. this actually came up in another thread from formerly 5e players. Are they adding their level to their proficiency? There was a guy on the boards here a while back who had come from 5e and didn't know that the +2, +4, and so on was plus your level.
Well, at least pregens definitely should do it, and their PCs are only level 2 now.
Also getting downed sometimes is kind of normal. It happened even in 5e when I still played it. Though fighter, sometimes in one blow, in every fight, maybe a bit strange. Though possible at 1st level, I guess.
And as it seems, the fighter is the only first-liner? Then it would always be like this, the game doesn't work with all damage going into one PC and they not getting down every time. There's no real 'tanking' in the game.
Unicore |
Abomination vaults has a lot of creatures that do not need to be fought the first time you encounter them, that are higher level than the party. Most of them have exploitable weaknesses, but players aren’t likely to figure them all out the first time seeing the creature, especially since the creatures are often higher level. If the players are not running away from things they don’t have to fight in that AP, it is going to get ugly pretty quickly.
I would not say that situation is the norm in PF2 as a whole, but it is true in some early APs and in AV since AV is a mega dungeon with a lot of moving pieces. It is a good idea for GMs to talk about the tone and flow of the campaign with the PCs, not just in session 0 but probably every 4 or 5 sessions. Is everyone having fun? Is anything feeling frustrating? If the players are not having fun recognizing that this encounter location is not just “basement with some rats” but a thriving ecosystem of some cosmically terrifying past that won’t stay there, then talking to them about what they are expecting out of the game vs the encounters they had thus far can go a long way to helping a GM decide what changes they can make to balance their own expectations for the campaign with those of the players.
Alchemic_Genius |
I'm always shocked when I hear that people have issues with tpks and character death in 2e; since I've been playing it close to weekly since the system was in playtest and I've only had one pc death over the span, and that was in the APG playtest, and was purely bad luck (the swashbuckler got two nat ones in a row vs a Phantasmal Killer spell and died to the automatic kill part). And this is with severe and even extreme encounters being the norm.
I run homebrew games, and while I have house rules, almost all of them are really minor, and almost all flavor (my hero points letting you take the better result it the only thing that really changed mechanics in a significant way), or gmg stuff. I do use free archetype, but tbh you'd never know since my players only rarely used the stuff they got from it; like, to the point I've considered just removing it. Playtests are always ran with basic rules though.
Now, I know the reasons my players usually stay alive; for the the most part, they know how to work as a team, and they do a lot of research and prep into the dangers they'll be facing. The encounters that give them the most trouble are the unexpected ones. Half of my players also have a background in wargaming, and as such like to make use of terrain and tactics to persevere in battle, and make a point ot trying to get the upper hand in terms of positioning to get the most of their actions while forcing the enemies to burn extra actions. I've only had one player have issues in 2e, and it's because he's convinced he needs to be toe-to-toe constantly with his magus because online guides say you need to Spellstrike every turn or else you'll suck, and as a result, he's either got to burn more actions to make himself more sturdy with buffs, or he just gets wholloped
Hilary Moon Murphy Contributor |
Errenor |
This thread started in 2022. Since the OP hasn't posted back in 2023, I'm wondering if that is because the GM and party solved the TPK problem with better tactics and / or mechanical oversight on Proficiency adding level. It's possible that they are now happily playing without TPKs.
Uhm. Yes. But now we are replying to Ouatcheur and their case.
breithauptclan |
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Ouatcheur didn't ask for advice though.
Ouatcheur is instead giving advice based on what they do in their games.
Which isn't really a problem. But it is a bit confusing because it came so late. So it feels like the rest of the replies to Ouatcheur are still trying to fit the original topic of the thread of giving advice on how to avoid TPK ... to someone who is already handling that quite well.
Easl |
We're running Abomination vault. Party: 1 cleric, 1 oracle, 1 sorcerer, 1 ranger, 1 fighter. The spellcasters are the iconics PCs. Level 1.
...
My fighter gets downed *every* non-trivial fight i.e. every fight except vs the Mitflits. Often downed in a single blow. I even reached Dying 3 "rol for 12/20 chances of permadeath" a couple times. The other PCs each got downed at least once, average twice. One fight would have been 100% TPK if we had better understood the rules or if the DM didn't try to "help" us (say for example by not making the enemies attacks the best way they could, with the most powerful attacks they have).
I like your recommendations. Both your group's and Harles' original group could likely have resolved much of the difficulty problems if the GM had advanced the PCs 1 level ahead of "schedule."
But I have to ask: is down (but not dead) that much of a major issue? Any fight designed to be challenging for a group of 4 = the adversary's main attack & defense is going to overmatch any one PC. There's no other way to get that "challenging for 4 PCs" feel than have the antagonists be collectively stronger than any one PC. You have no tank other than the fighter, so if he's intentionally grabbing the attention of the bad guys, buying time which allows the group to win, and the cleric is able to heal him up during/after fights, you are, in a sense, "doing it right." I'd understand if you don't want to play that role, and it's maybe a bit too MMORPG-y, but other than the unlucky one-shots you're suffering, you getting downed as the party wins could be workable.
Hmmm...depending on how the GM plays the monsters, maybe hold your actions in the first round until after everyone (incl. monsters) has gone. Let the others do initial damage so the monsters think they are the main threat instead of focusing on you. Then as the Ranger and casters kite them, use AoO (if you start in range) or swoop in from behind (if not) afterwards? Apologies if you already thought of that, it's what I can come up with on a Monday morning...
Mathmuse |
4 people marked this as a favorite. |
Hilary Moon Murphy wrote:This thread started in 2022. Since the OP hasn't posted back in 2023, I'm wondering if that is because the GM and party solved the TPK problem with better tactics and / or mechanical oversight on Proficiency adding level. It's possible that they are now happily playing without TPKs.Uhm. Yes. But now we are replying to Ouatcheur and their case.
Though this thread necromancy is by Quatcheur, I became curious about whether Harles had solved the TPK problem, so I looked up his more recent posts in this forum.
Last month Harles began a thread Getting Overwhelmed asking for GM advice on managing the complexity the 2nd module, Lost Mammoth Valley, in the Quest of the Frozen Flame adventure path. That suggests that he got a party through the 1st module Broken Tusk Moon alive. Thus, I think he has learned how to avoid TPKs.
The Gleeful Grognard |
Harles wrote:...
I manage to average out to a TPK every three sessions ...We're running Abomination vault. Party: 1 cleric, 1 oracle, 1 sorcerer, 1 ranger, 1 fighter. The spellcasters are the iconics PCs. Level 1.
Just reached level 2, cleared the ground level after about 6-7 game sessions of 5-6 hours each. We waste a lot of time on useless stuff I know.
My fighter gets downed *every* non-trivial fight i.e. every fight except vs the Mitflits. Often downed in a single blow. I even reached Dying 3 "rol for 12/20 chances of permadeath" a couple times. The other PCs each got downed at least once, average twice. One fight would have been 100% TPK if we had better understood the rules or if the DM didn't try to "help" us (say for example by not making the enemies attacks the best way they could, with the most powerful attacks they have).
And apart from 1 obtuse player always "doing his own stuff, we all know playing independently instead of as a team is a surefire way to lose, so we always try to maximize our team synergy and combo bonuses, too. Flanking, Dazing, Dazzling, Demoralizing, etc. Even then it's super duper hard fights all the time. For a module calibrated for only 4 PCs!
It is always interesting reading such diverging experiences like this, I am currently running AV for a second time with a new group.
Champion (redeemer), rogue (mastermind, ranged), wizard (universalist) and druid (storm).
They did the first floor without the wizard and managed to fight the scorpion without adjustment to party size (a forgetful mistake on my part).
They then went down stairs and fought the blood siphon with the wizard, still at level 1... and won (hard fight but the casters carried the party)
They cleared a couple more rooms on the second floor... before fighting the ghouls in the library on floor 3 and aller rosk... who I played slightly insane and more interested in capture than kill (well for now, I knew how strong he was and worked it into the blue blister farm)... but they still won.
The first group I ran through AV did the same thing too, delved into deeper floors with the alure of getting more exp and progressing the story faster.