The point I was trying to make is that the designers of PF2 seemed to want OSR paradigms: lethal fights, combat as war, etc. My comparison was only to say that if you want to use those paradigms, then play and character creation should be streamlined.Point is: nobody interested in a deep-crunch game like PF2 will consider OSE a comparable alternative.
I know it's poor consolation but the number of deaths* fell to zero once we reached level 7 or so.The point I was trying to make is that the designers of PF2 seemed to want OSR paradigms: lethal fights, combat as war, etc. My comparison was only to say that if you want to use those paradigms, then play and character creation should be streamlined.
We were having characters die on average every two sessions. That's not enough time to gain any system mastery.
We've had a few in the Cult of Cinders (book 2 of the Age of Ashes AP), and they were in the 7th level area. I think we stopped around 8-9th level, with the adventure showing little chances of improving.I know it's poor consolation but the number of deaths* fell to zero once we reached level 7 or so.
*) since my Hero points work like WFRP Fate points there haven't actually been any character replacements.
That's why I wrote:RAW, they are basically "get out of jail free" cards - which is fine when the rest of the party can recover your unconscious body.
I believe the RAW rule is strangely generous and stingy - at once.
Auto-stabilising isn't exactly nothing, but you still die if your friends lose the fight. Again, the narrative power of the meta currency is almost entirely absent.
Just to be clear, it's not Paizo's variant, it's mine:I never tried it with the variant Hero Points.
To be clear, it's not that the adventures improve. It's that combats get slightly easier each level. The power balance between PCs and monsters slowly tilt in the PCs' advantage as you level up.with the adventure showing little chances of improving.