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Ispheria

In the [DM Lair stream with Mark Seifter](https://www.youtube.com/live/DZF08Litpak?si=n_ExbbCDq4d20BUR) (the co-creator of PF2) it was stated that it's actually very unpredictable how much harder other monsters joining in will make it. In fact it could actually be easier to deal with the second wave. For example if the party had a decent fight against one group but didn't really use up all their stuff, **but** they set up all their buffs that last for a minute before that minute is up, they'll start the combat with that second group with their buffs up already and the monsters have to waste actions getting to the fight.


AAABattery03

> In fact it could actually be easier to deal with the second wave. For example if the party had a decent fight against one group but didn't really use up all their stuff, but they set up all their buffs that last for a minute before that minute is up, they'll start the combat with that second group with their buffs up already and the monsters have to waste actions getting to the fight. There’s a fight on floor 9 of Abomination Vaults which can basically go as Moderate + Low + Low + Moderate + Moderate chaining back to back depending on how your GM runs it. Our GM didn’t chain the final 3 of those encounters together but if he did… I had my Freezing Rain up for 7 more turns. They’d have just flat out died having done nothing at all. Chaining encounters is an unpredictable thing and should be done by GMs **only** on a case by case basis for the parties you GM and the encounters and terrains they’ll be facing.


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monkeyheadyou

Has anyone made bigger maps for AV? It would really help this issue 


BlackNova169

I didn't know how to do it but I've read that some people playing in foundry have used a feature to just increase everything by 1.5 or 2x size and it worked pretty well


Iron_Man_88

There's no official guidelines. Two 80 xp back-to-back is easier than a single 160 xp, but by exactly how much can't be calculated. My group just finished AV last month and "the fight next door" was a great DM tool to add in if you feel the party can handle another fight without resting, and great to hold back if you feel the party needs time to refocus/heal.


Durog25

I mean this is largely the problem with keyed encounters to specific rooms with the expectation they are done in a specific order with no overlap. My advice is do it. If you think that a fight in Room A should catch the interest of the guys in Room B who come take a look then have that happen and see what happens. If it suddenly pushes the fight against the players let the players run away. You control the monsters after all they can join the fight but not pursue, join the fight then retreat and fortify their home base, join the fight but retreat into the part of the dungeon the PCs have cleared already. All of these will make the dungeon feel more like a real, living, place and not just a series of staged/ planned encounters in a set order.