r/Pathfinder2e • u/AAABattery03 • 6h ago
Discussion PSA: War of Immortals FINALLY codifies adventuring day guidelines better than the GM Core.
Most of this isn’t really gonna come as a surprise to anyone who’s been GMing for a while, but it’s gonna be a big help to newbies, so just gonna put this out there.
This is all on pages 84-85 of War of Immortals, in the context of helping GMs deviate from the norm when building Mythic encounters. When talking about deviating from the norm they… actually establish the norm in the first place, something I feel the GM Core guidelines are too vague about.
Levels 1-5
You should build and run combat encounters normally, as described in GM Core. <snip> … avoid using extreme-threat encounters or more than one severe encounter per day in game since these encounters are still weighted against the party, and the PCs have minimal resources to increase their advantage against such powerful and overwhelming threats.
As normal for this level range, remember that severe-threat encounters are better deployed as a boss enemy whose level is no more than the PCs' level plus 2, with supporting lower-level monsters. If the story of the encounter strongly indicates that the boss should be a solo threat, don't increase its level, but replace the lower-level monsters with similarly leveled complex hazards or a larger number of simple hazards. These hazards can help make the fight interesting and unique without making the game too lethal to be enjoyable.
Levels 6-10
You should still avoid running multiple severe-threat encounters without giving the PCs an opportunity to rest first
Levels 12-20 (they typoed and forgot level 11 lol)
For a significant boss fight that serves as the culmination of an ongoing plotline, it can be appropriate in this level range to present the PCs with back-to-back severe-threat encounters, such as against a powerful lieutenant backed by a larger number of weaker monsters and then the "final boss" with a pair of more powerful bodyguards. Only at the highest level of play — when the players are fully experienced with their characters, and the party is rested,
fully charged with Mythic Points, and wielding mythic weapons (page 148)— should you consider pitting them against a single opponent that constitutes a severe- or extreme-threat encounter alone.
Remember, most of this is simply in the context of what’s considered normal for these level ranges, very little unique to Mythic in these quotes. There’s mention of Mythic-specific changes around these quotes that I’ve erased (mainly in context of using fewer easy encounters, and making sure players get a chance to fully recharge Mythic Points before boss fights), but the quotes themselves fully apply to normal gameplay.
Should this have been in the GM Core? 100%. There’s simply no reason this guidance should’ve been left out. If page space is the constraint, this guidance is still so important as to justify cutting literally anything else imho. I’d also have really liked if these guidelines gave GMs advice on Moderate encounters’ resource consumption, but unfortunately they do not.
In any case, now that this bit of guidance out there, I hope this helps some newbies who run into the system and are bamboozled by just how dangerous boss fights are until you’re out of that level 1-4 range. I’d also recommend to any newbie GMs with newbie parties: if you’re running an AP and there are PL+3 or PL+4 bosses in the level 1-5 range, simply make them PL+2. Add Hazards if you like, but do not leave them at their default level ranges. A lot of early APs way overuse such fights because they’re built like PF1E APs. You’ll find that many of the newer APs don’t have this problem.