I want to highlight this particular tweet, because I think explaining what #pathfinder2e does in terms of good encounter design will help extrapolate on the points I made in my Aesthetic of Numbers thread yesterday. #ttrpg#dnd
The first thing to make clear is, when it comes to encounter design in TTRPGs, I'm not suggesting what is desired is some sterile idea of encounter progression. I'm not trying to railroad encounters, or remove any semblance of unpredictability.
What I would posit, however, is that there are 'good' kinds of unpredictability, and 'bad' kinds of unpredictability. Good design enables 'good' unpredictability, while minimising unpredictability that is frustrating and causes problems rather than is something to be leaned into.
Good unpredictability is when the the natural flow of combat leads to certain outcomes through dice rolls, legitimately intuitive roleplay improv and player decisions out of band of their usual abilities, etc.
'Bad' unpredictability is essentially when the tonal expectations of a particular fight are scuppered by bad design. This can be a monster not being as threatening as the game's encounter building advice suggests, blatantly OP abilities completely trivialising a threat, etc.
Essentially, when you have to regularly start adjusting monster stats on the fly and rebalancing encounters in real time because the suggested guidelines didn't work, that's when the design becomes burdonsome for GMs and you have to work around bad unpredictability.
What PF2e does to make this work well is manifold, and really it's a delicate balance that most players on the front end won't realise or appreciate. It's a combination of factors from good class balance, consistent maths, and utilising the core design of it's action economy.
Basically, monsters in 2e scale much closer to characters than they do in a system like 5e, using overt Creature Levels (CL). What this does is it creates an interesting horizontal scaling effect across the whole levelling band that makes them potentially remain a challenge.
Ironically, this also means power disparity between individual levels is greater, but that works in the system's favour. It means you know the relative strength of any given creature just by comparing it's level to yours (assuming the maths on their stats is done correctly).
If a creature is two CL below the party, they're considered a mook level threat. If a creature is two CL above, then they're considered a boss-level threat. And thanks to the scaling success system, you will feel the difference between those lower and higher level creatures.
As I said, the goal here is not to create a sterile, predictable encounter system. The goal here is to create accuracy in the intended threat of each monster. If I throw that CL+2 monster at a party, I have a fairly good indication that it will be a serious threat.
There's potential for things to go unexpectedly, sure. That's the 'good' unpredictability; taking chances on a risky dice roll, the general flow of combat going in interesting ways when combined with it's outcomes and how the creatures react to that in-character, etc.
But the point is I find myself fudging numbers and values less because in my experience, the intended design actually works, and I'm not having to work extra behind the scenes to compensate for inaccurate numerical scales.
I get all the benefits I want from that crunchy combat, with none of the on-the-fly maintenance to create the narrative tone, because the mechanics help set that tone without any intervention on my part.
This is also the part where I point out that one of the lead designs of PF2e is a *literal MIT masters graduate*. The game was absolutely SPOILED in terms of the mathematical quality injected into it.
That same designer said one of his goals was to avoid the issue PF1e had of the game just being so unpredictable and out of band, that GMs had to spend time overcompensating with pre-prep and in-game adjustments. So this is exactly in band with my own complaints.
One last thing I'll quickly touch on is character balance. The other thing that ultimately makes PF2e work is good character balance. Simply put, the band between characters is much tighter, so you have much less power level disparity to compensate for.
This is achieved in manifold ways, but the core element is minimising randomness. Stat allocations are the base expectation over rolling, HP increases are set to max, etc. Optimisation is basically baked into character progression; there's no power level disparity.
Obviously good class balance helps, but the big thing this enables is it prevents that power disparity in any given group so you're not overcompensating for one person who's powergamed themselves way out of band, or one person who lacks system mastery and made a subpar build.
This does step on the toes of people who's preferred playstyle is powergaming to purposely break out of band but....well, I've already documented my thoughts on that.
Now I want to make one thing clear: this isn't a 'Pf2e Is GrEaT aNd YoU ShOuLd pLaY iT' thread. The thing is, I wish I had more examples to point to of the kind of design that I want when it comes to this sort of thing. There SHOULD be more examples
My point is, it's doable. You can have rich, dynamic, unpredictable encounters, without needing the GM to overcompensate for the desire to maintain that illusion of gamey-ness. This is what that kind of system should be aiming for when it comes to that sort of encounter design.
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Saw this article while going down an article link rabbit hole. I vaguely remember reading this many years ago, but reading it again now when I'm much a much more experienced GM, it definitely comes off as bitter and gatekeeper-y. #ttrpg
I definitely prefer tightly tuned tactical combat as my baseline, but I realise that's not everyone's preference. And that's fine, but it always amazes me the disdain particularly old school gamers have towards people wanting modern game design ethos being applied to TTRPGs.
The idea that the mythical perfectly prepared wizard doesn't actually exist is a strawman of a strawman. That wizard* definitely exists. I've seen it, and it's not fun to play with or manage as a GM.
*(it was actually a druid, but CodZilla, so same deal)
One of my big beefs with #dnd has been what I call my Aesthetic of Numbers theory, but I've been struggling to describe it in a way that puts my issues with it into perspective. Now I finally have it:
It's like trying to arbitrate a wrestling match. And that's EXHAUSTING. 🧵
To describe my theory, what it comes down to is this: most players don't actually care about the raw numbers rolled in a d20 game. What they care about is the appearance of those numbers doing something.
The example I give is, as a DM, do you actually set a hard number for a DC when you get your players to roll a skill check, or do you just make a snap decision based on what they roll?
The better question is, would your players care either way?
This is one of the main reasons I stopped GMing #dnd 5e and switched to #pathfinder2e, one of my major beefs with the culture around the game, and why I'm so vocal in my criticism of it:
5e is a very difficult game to GM and many players don't understand why. LONG 🧵
If you want to run the game with any mechanical integrity, you spend half the time compensating for rules that just aren't there, and the other half wrestling with the rules that ARE because they're poorly tuned, such as CR and class balance.
The common advice is to just fudge the numbers without players noticing, but having since played games where I DON'T have to fudge them to make an encounter work the way I intend, this feels like apologia for bad design.
I'm usually very positive about #pathfinder2e, but I've decided in fairness to my followers and people who see me annoyingly pop up on #TTRPG Twitter, I'm going to talk about some things I DON'T like about 2e. 🧵
Some stipulations:
1. I won't pick obvious common complaints, like the big three 'undertuned' classes (alchemist, warpriest, and witch), or crafting rules being boring, because we all know those. Also crafting is getting new rules in an upcoming supliment, which brings me to...
2. I won't pick anything that could just be fixed by adding more content (such as 'I wish x had more feats') or variant rules. I'm talking about intrinsic design issues that could only be fixed by errata, deep mechanics changes, or obvious patch content.
Years ago I made a Reddit post about how I hated the Ivory Tower Design of older systems like 3.5/1e because it was just kind of smug and gatekeeper-y, and it attracted douchebags who's narrative fantasies were inherently tied to the mechanical superiority those games offered.
I got a swathe of people responding saying that was their experience too, and that a big reason they prefer modern games is because it doesn't attract as many assholes. They don't need to gatekeep those games because they inherently deter elitist showboaters.
It's always interesting to see a lot of the discourse around #dnd dismiss so much stock in the idea that official releases and design decisions are arbitrary to the system itself. It's such a hollow understanding of how consumers, zeitgeists, and game design in general work. 🧵
For context, whenever there's a release for 5e that rubs people the wrong way, there's always a vocal minority of people who seem to pipe up and tell others they don't *need* to use official content, they can just choose to not use it or use non-official/homebrew content.
It always seems to be the 3rd party/homebrew/'just fix it yourself' crowd that seems to be the main perpetrators behind this; people who see 5e less as the exclusive property of WotC and more as an open source engine to mod however they want.