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General Tabletop Discussion
*Pathfinder & Starfinder
Healing in PF2
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<blockquote data-quote="!DWolf" data-source="post: 9029956" data-attributes="member: 7026314"><p>Disclaimer: I enjoy play where sides use strategy and tactics (in and out of combat) to try and win. If the party press their luck and decide to heal in place, and the ghoul the next room over sneaks off, gets a bunch of his buddies, and then hits them with overwhelming force… well that’s what happens. The players will have to deal with it.</p><p></p><p>That being said, what I currently do is make a map of each of the levels with the monsters (and allies) marked on it in red (or green), so that I can see at a glance what is near. Then, if the PCs make a lot of noise or attract attention, I look at the map to see what can respond. If the monster would be inclined to investigate, it does.</p><p></p><p>I roll the dice to see mostly how long it takes (and thus how much healing occurs) and in what order multiple creatures might respond (or to add tension if nothing is going to come looking). I do this because I think (having worked in dungeon like locations) having monsters instantly respond with high degrees of coordination and universally suicidal aggression is unrealistic. So I use random numbers to make it a little more realistic. I also have a result where they get a more powerful monster from further away to occasionally make things spicy (my party had to retreat from a wandering Volluk multiple times).</p><p></p><p>But roleplaying the monsters without use of dice to randomize things (GM fiat) can work just as well as long as you have players that are expecting older style play. You just have to think realistically on what the monsters would do in that situation and not always have them primed and ready to charge into battle if they hear a pin drop.</p></blockquote><p></p>
[QUOTE="!DWolf, post: 9029956, member: 7026314"] Disclaimer: I enjoy play where sides use strategy and tactics (in and out of combat) to try and win. If the party press their luck and decide to heal in place, and the ghoul the next room over sneaks off, gets a bunch of his buddies, and then hits them with overwhelming force… well that’s what happens. The players will have to deal with it. That being said, what I currently do is make a map of each of the levels with the monsters (and allies) marked on it in red (or green), so that I can see at a glance what is near. Then, if the PCs make a lot of noise or attract attention, I look at the map to see what can respond. If the monster would be inclined to investigate, it does. I roll the dice to see mostly how long it takes (and thus how much healing occurs) and in what order multiple creatures might respond (or to add tension if nothing is going to come looking). I do this because I think (having worked in dungeon like locations) having monsters instantly respond with high degrees of coordination and universally suicidal aggression is unrealistic. So I use random numbers to make it a little more realistic. I also have a result where they get a more powerful monster from further away to occasionally make things spicy (my party had to retreat from a wandering Volluk multiple times). But roleplaying the monsters without use of dice to randomize things (GM fiat) can work just as well as long as you have players that are expecting older style play. You just have to think realistically on what the monsters would do in that situation and not always have them primed and ready to charge into battle if they hear a pin drop. [/QUOTE]
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