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Poog

Lex Talinis's page

Pathfinder Adventure Path Charter Subscriber; Modules Subscriber. Pathfinder Society Member. 281 posts (292 including aliases). 6 reviews. 1 list. 1 wishlist. 2 Pathfinder Society characters. 1 alias.



7 people marked this as FAQ candidate. 110 people marked this as a favorite.

I love the nature of adventuring. Adventuring has traditionally been a very dangerous if lucrative profession. Adventurers die, and die, and die some more. Some are lucky enough to only have to die once. What separates the adventurers that make it from the ones who were just another party that never returned? Well, I think creativity and preparation make the largest difference. I didn't think much about this sort of thing, until Peter Stewart said the following in another thread.

Peter Stewart wrote:

Honestly some of your tactics here have given me a great deal to think of for future characters. I'd be interested in a general thread on purchases you think are viable or needed at various levels, along with various tricks. A heightened continual flame hadn't even occurred to me, for instance.

My party could use some more asymmetrical means of combating such problems, as right now our tendency is to bully through them using brute force (usually taking tons of damage and expending tons of resources in the process). We're coming up on a long period though were we'll be able to resupply and reequip. :)

So since Peter asked, here's the beginning of a short advice column concerning D&D/Pathfinder and preparing for adventure. I'm cool with people asking questions or advice or tips on specific things; and I'll also answer questions concerning D&D 3.x as well (though I may have to reference the 3.0 SRD for particularly old school stuff, to make sure I'm not blurring too much).

As a simple disclaimer, I want to let everyone know that the advice below will assume that the standard rules are in play. It doesn't assume house rules or changes to the system. Just the goods, plain and simple. If your GM has any quirks concerning item availability, changes any spells, or otherwise alters something, YMMV.

Enough babbling, on with the tips!
========================================================================

Introduction: Adventuring is a hard life. Few take up its call. Those who make it, go down as legends, and retire wealthy and with many amazing stories. Those who do not, inevitably forge their own stories as the ones who just survived, or never came back, or was the one that didn't make it. Yes, adventuring is a hard life. A life that takes you by surprise. The key to surviving isn't just about whose muscles are largest or who knows the most spells. Preparation, and clever thinking, can lead you to greater degrees of success. Shall you brave the dangers and come out on top, or be another tavern tale of the ones who never came back?

The first installment covers some general adventuring equipment.

Motel 6: There are a lot of monsters and enemies who like to spam darkness spells (and deeper darkness). Creatures like tieflings, drow, shadow demons, darklings, and dark folk are notorious for this. Many people complain that this is unfair; especially since most of these creatures either care nothing about the lighting condition's drawbacks, or can see through them fine (such as in the case of darklings and dark folk). So what is an adventurer to do?

Light spells (that is, the light subtype) such as light, continual flame, and daylight pierce magical darkness spells that are a lower level than themselves. A good adventuring tool is to have an item or two that has had a heightened continual flame spell cast on it to at least 4th level. That costs 330 gp including the material component, to have it purchased by NPC spellcasting. Suddenly, the legions of darklings and dark folk are nothing to you, as your continual torch (be it a torch, amulet, or even your belt buckle) shimmers and provides light that is unquenchable by spells such as darkness or deeper darkness unless they are also heightened. Since spell-like abilities are the level of the spell they are mimicing, that means a 4th level continual flame is never overpowered by a creature's SLAs.

I'm most fond of having continual flame cast on the inside of a locket, so you can conceal or reveal the light easily enough, and carry it without having hands free.

We'll leave the light on for you!

First Aid: There's a lot of terrible things that will hurt you in your adventuring career. Poisons, disease, incorporeal touch attacks. A lot of this stuff can leave you weathered, or even dead. So how do you deal with these things? How do you prepare for them away from the comfort of civilization?

Buy potions of delay poison and lesser restoration for 50 gp each. Yes, you heard me, 50 gp. Both are 1st level spells at 1st caster level, thanks to Paladins and Rangers. That sets the price of these items at 50 gp. The magic item creation rules clearly state that the value of magic items are based on the lowest possible caster levels, regardless of who makes 'em; so even if a cleric makes either, they're still only worth 50 gp.

Both potions are useful for helping a party keep up and going. Delay poison makes you immune to poison for 1 hour and ends poisons, but won't cure any of the ability damage taken beforehand. Lesser restoration removes ability penalties, heals 1d4 ability damage, and removes fatigue. Good potions all around to have on hand during an adventure.

+1 Swords? We don't need no stinkin' +1 Swords: Magic weapons are expensive, but sometimes you just need one. DR/Magic is pretty common, incorporeal creatures are a pain, that wizard is getting you down with protection from arrows; but you don't feel like shelling out 2,000 gp for what amounts to +1 damage over a masterwork blade?

Well magic weapon oils are 50 gp, and they last 1 minute at caster level 1. The oil can be applied to a melee weapon, ranged weapon, or poured right into a 50-stack ammunition sack. This is one of the main methods for 1st-3rd level PCs to even be able to combat incorporeal creatures like Shadows with any hope. Works for monk unarmed strikes as well. Since you can decide which weapon to apply it to, it's less of a gamble; as if you need it on your melee weapon, you use it on your melee; if you need it on your bow, you use it on your bow; and so forth.

Lay off the Juice Son: Okay, so steriods aren't a to be abused, but oils were made for it. You can apply an oil to a willing target during your turn. Having several party members slather down the party's melee with cheap potion effects can turn a fight really fast. Have one PC slather him or her with an oil of enlarge person, then the rest of the PCs apply oils like protection from evil or shield (I recently checked, yes you can make potions of shield, as personal range spells still declare you as a target), and expeditious retreat (see commentary about shield, above), true strike (see above, yadda-yadda), and remove fear.

Suddenly, you have a juggernaut of destruction, at the cost of 50 gp per potion. Best yet, the person you apply the oil provides you with soft cover if you come in directly behind them in relation to the enemy, which means enemies cannot make AoOs against you for applying the oil. Notice I mentioned using enlarge person first? Well there's a reason for that. Your ally expands, providing cover to the other PCs who jump in to apply oils.

For a 200 gp investment, you can hit your main tank with up to 4 solid buffs all in one round, many of which normally are only available to mages. Screw aid another. 50 gp can get your party's fighter a +20 to his next grapple check, which can end a fight instantly (hint: the penalty to bind up an enemy during a grapple is -10).

Right to Freedom of Alignment: Ok, let's face it. Sometimes your alignment bites you on the butt. It's great being a good guy and all, except when you're trying to infiltrate that evil cult that has the "No Paladins" sign hanging out side. So what's the poor poorly aligned fellow to do? Drink a potion. 50 gp nets you 24 hours of undetectable alignment. Thanks bards!

Alchemy? Alchem-you!: Alchemical goodies can often be overlooked, but they can be pretty useful, especially at low levels; but some are useful even at higher levels. Turn some vicious villains into trivial trials with a clever splash of chemical supremacy!

Alchemical weapons such as alchemist fire or acid flasks are beautiful when used by the whole party. They ignore damage reduction and target touch AC. They're ranged weapons, so they benefit from feats like Point Blank Shot, and Rapid Shot. They can be dual-wielded as well. By having your party focus-fire on a single tough cookie, you can bring them down to size in short order. For example, let's say you're facing down an enemy NPC in banded mail and carrying a tower shield. His AC is easily 22-23 at 1st level. Excellent time for a BBQ wrapped in tinfoil! Have everyone toss an alchemist fire. A 4 person party can easily land 4d6 damage on round 1, and another 4d6 on round 2 (from the burning). Sucks to be that guy!

Tanglefoot bags are amazingly good. Chuck a few of these at people or creatures you just don't like. It's an auto-entangle, which is already a petty nice debuff, but also threatens to glue them to the ground, prevent them from flying, and forces tough concentration checks to cast spells. Worst case scenario, the critter is still slowed by 1/2 its speed.

Probably the most overlooked alchemical item is the humble smoke stick. Cheap, and surprisingly effective. Unless wind conditions are much against you, dropping one of these lets you use Stealth as if you were a Ninja Turtle collecting bells, gain total concealment vs ranged attacks, and ruins sneak attacks. Yes, ruins sneak attacks. You can't sneak attack a target with concealment. You can drop a single smoke stick at your feet and even if you're surrounded by 20th level rogues, blind, and in the dark, you're immune to their sneak damage. Excellent against dirty roguish sorts, and even prevents an assassin's Death Attack. Brutally efficient.

Holy water. The anti-shadow. At 25 gp a pop, this stuff is kind of like acid of alchemist fire for undead and evil outsiders. Incidentally, it specifically affects incorporeal creatures as well. It deals 2d4 damage as a ranged touch attack that doesn't provoke attacks (see item description) if you shake the water at the enemy. 2d4 averages 5 damage, which means a 1st level party can tear a shadow apart by just running up and splashing it with holy water. Statistically, 4 holy waters will outright kill a shadow (and less should force the shadow to flee for its unlife), and frankly, 100 gp for a dead CR 3 enemy seems entirely reasonable to me! The fact it also deals splash damage, and is party friendly is double the fun. Alchemists even get to add their Intelligence modifier to the damage, allowing them to take apart some truly nasty critters in short order.

Aw, Nets: Nets are arguably one of the strongest weapons in the core handbook. They deal no damage, but are a non-magical ranged touch attack (meaning even the -4 non-proficiency penalty isn't so bad usually) which inflicts the Entangled condition on the target, and all that implies. To escape it, you must spend a full-round action to even attempt to be free (either via a hard Strength check or a DC 20 escape artist), which means that either an enemy has to deal with it, or waste actions to be free. Hitting the same enemy with multiple nets in the same round almost ensures the condition will remain for the entire encounter; because no one wants to spend round after round trying to de-net themselves.

Who you gonna call?: A good investment for anyone who really hates incorporeal creatures is a +1 ghost touch net. Valued at 8,000 gp, it's not a terribly expensive tool if the entire party chips in to get it. Why is this tool so great? Well it has full effect on incorporeal creatures, who auto-fail on Strength checks to move away from you (allowing you to control how far they move away from you), and since it counts as both corporeal and incorporeal, you can prevent them from moving through objects while ensnared in your net. Entangled is also a sucky (if rare) condition for incorporeal creatures, as they rely heavily on Dexterity for both offense and defense (-2 to attacks and -4 Dex means -4 to incorporeal touch attacks and -2 AC) and most thrive on improved mobility which is outright denied in this case.

I'll try the 9 Iron: Golf-bagging is often a complaint by some of the casual gamers. Personally, I love golf-bagging. I like having that extra weapon on hand for a particular occasion. Ever look at the Pathfinder iconics? Loaded with seemingly random assortments of weapons, with obvious spares and backups. Golf bagging has lots of advantages.

Grab a cold iron, silver (or mithral), and maybe adamantine weapon. Carrying them allows you to bypass the DR of virtually anything. Definitely have an assortment of silver and cold iron arrows (they're cheap and easy enough to store/carry). It's cheaper to carry lots of +2 weapons of different materials than it is to carry one or two +3 weapons, and it makes you less of a target vs sundering or shattering (because who bothers with that when you've got a backup weapon in easy reach?).

You can go a very long way with just different material weapons and a greater magic weapon spell to keep your hit and damage top notch. It's also easier to rely on special materials for all the low CR enemies who require things like silver or cold iron to hit (such as imps, quasits, lycanthropes, or fey).

It's not magic, it's brains: There's a lot of very mundane methods for dealing with magical effects that suck. One of my favorites is the bag of chalk. A piece of chalk is 1 copper piece. A hundred pieces of chalk is thus 1 gold piece. Crush the chalk up into chalk powder and store it in cloth bags with a tie. Now you have the perfect weapon against invisible people. Have you ever seen the clingy puffy mess that chalk dust makes just when you're dealing with basic chalk erasers in school? Now imagine grinding up 100 pieces of standard issue chalk and scattering it through the air. You'd create a nice 10 ft. cloud of super clinging dust. Better than flour for spotting invisible creatures! Anti-invisible grenades, for 1 gp. Eat that Will o' Whisp.

Clay jugs are pretty heavy when filled, but are pretty useful. Their obvious use is for carrying large quantities of water or similar liquids (ideally packed on burden beasts such as mules, horses, or oxen), but can often be adapted for adventuring purposes. They can just as easily carry coins and the like, or you could place food in them, fill them with black powder to make a bomb (if your campaign has such fare), create weapons or traps with them (fill them with spiders, scorpions, snakes, or whatever), or even keep potted plants in them (carrying around your own plants makes the entangle spell useful in the most amusing places). At only 2 copper pieces, you can figure out what to do with them later. Flasks are 3 coppers with similar uses.

Keeping a few vipers in a state of sedation (via nonlethal damage, sleep spells, or other means) can be a good method of extracting lots of injury poison for the budding assassin, alchemist, or other poison using character. Just milk their glands for poison daily. Finding and keeping vipers isn't usually very difficult for adventurers. In fact, the clay pots can be useful storage devices in this case. If someone has a viper familiar, you could just ask nicely for venom.

His name is Babe: Paul Bunyan had the right idea. Oxen rock as animal cohorts. They're cheap at 15 gp and share statistics with aurochs. They are large quadruped beasts of burden with impressive strength, which means they can carry some truly astounding loads. They are also beefy and dangerous in combat. They have gore attacks for 1d8+9 damage and can even trample. Training them for war is not a bad idea for someone with Handle Animal. Have the party ride around on these strong beasts with high Constitution, and just dare something to try and harass your mounts while you rest. For a good 1-4 levels, the oxen will be more dangerous than your PCs. You can train 3 of them at a time, and cover them in leather or studded leather barding on the cheap.

Oxen cost 15 gp, have a 40 ft. movement speed, +9 Perception, low-light vision, scent, +7 gore at (1d8+9), trample (2d6+9, DC 17), and the following carrying capacity: 600 lb. light, 1,200 lb. medium, 1,800 lb. heavy, 9,000 lb. push/drag. Horses are so last season.

=========================================

I'm going to pause here for a moment. I'm not even finished with equipment, but I need a bit of a break. ^-^"


The short version - my GM doesn't like gnomes. He doesn't go out of his way to target gnome PC's, but we've had some discussions about the virtues vs his ill-conceived criticisms of gnome; it's all in the name of friendly banter.

And so it is that I've decided to create the moste gnomish charecter possible, but am not quite sure of the best way to go about this. I'm not talking, "Oh, gnomes make good thieves. Be a gnomish rogue." I'm talking, what would be the best combination of class/traits/feats/etc. that screams GNOME!

So far, the best I can come up with would be a religious class (cleric, paladin, inquisitioner, etc.) who worships Navi Rhombadazzle the gnome god or a summoner whose eidilon is very gnomish in its own right.

Any suggestions on a better way to go?


10 people marked this as FAQ candidate. Staff response: no reply required. 35 people marked this as a favorite.

So you want to play Pathfinder RPG

A comprehensive guide for Dungeon Masters and Players.

---

First off, welcome on the Pathfinder RPG community !

This guide is intended to help Dungeon Masters ("DM") and Players alike to understand how to make sure everyone is having fun around the table, a task well-suited to a roleplaying tabletop game.

Maybe your DM sent you a link to this guide.
This is a good indication that you currently have a comprehensive DM who wants you to have fun in his coming game, and is wanting to take his time to build adventures which will give you a good time.

This DM is thinking about you, player. He wants you to have fun, and wants you to know it. He also wants to make sure everyone understands how to behave in this collaborative, social game. By showing you this thread, he wants you to understand what are it's duties, it's rights, and what are yours.
While he plays any and every foe you will meet in the adventure, and while your life always depends on his will ; he is also the one who makes sure you will want to play again next time with a smile on your face, and to talk again about your upcoming adventures in the years to come.

Or, maybe you are a DM having difficulties to deal with your role, and are searching for answers or advices to make the game more fun for everyone - you included.

In any case, this guide will provide you with important rules of conduct when it comes to play roleplaying games that one normally acquires through experience - and most often, BAD experiences. Please read it carefully.

"Brain-in-a-Jar" Maxximilius

---

Table of content :

1. Pathfinder : a collaborative game
- The Most Important Rule
- The 5 Pathfinder Rules

2. FAQ
a. Do you have advices for a new DM ?
b. My DM isn't letting me play X/do X !
c. How to deal with difficult players ?
d. How to deal with difficult DMs ?

---

1. Pathfinder : a collaborative game

Pathfinder RPG, before anything else, is a game. Simple and stupid.
A game is something people do to have fun. The only way to play this game wrong is by not having fun, not because the rules aren't followed exactly as written.

It is thus important to emphasize this statement : the DM and the players are playing with each other.
The DM isn't here to kick player's asses. He's here to challenge them with deadly situations, and provide them with fun and memorable adventures. But with great responsability come great powers, and, as written on the Core Rulebook :

The Mighty Pathfinder Core Rulebook(c), page 9 wrote:

The Most Important Rule

The rules in this book are here to help you breathe life into your characters and the world they explore. While they are designed to make your game easy and exciting, you might find that some of them do not suit the style of play that your gaming group enjoys. Remember that these rules are yours. You can change them to fit your needs. Most Game Masters have a number of “house rules” that they use in their games. The Game Master and players should always discuss any rules changes to make sure that everyone understands how the game will be played. Although the Game Master is the final arbiter of the rules, the Pathfinder RPG is a shared experience, and all of the players should contribute their thoughts when the rules are in doubt.

Read it.

Then read it again just to be sure.

Pathfinder's N°1 Rule :
Dungeon Masters have all authority on their game, and are the final deciders on any topic ever brought on the table.

Players, DMs, there is no "in our group, the DM must" ; "explain yourself or I don't accept it" ; or "but you are doing it wrong, you are DOING IT WRONG AND SEE I SAY IT LOUDER SO I'M RIGHT OK" argument to have. If the DM says "no", it's f#~~ing "NO". Stop b!*~&ing around. Don't be a spoiled, immature, stupid, childish and ridiculous brat peeing himself. The DM is god at his table, he is using his time to provide you with a game, and this means you have to follow his rules, deal with it. BUT, thankfully for everyone, you can...

Pathfinder's N°2 Rule :
Talk to each other.

One of the most ignored, and simplest solution for DMs and players when it comes to arguments, is to talk to each other. DMs, players, do it before playing. Do it during the game. Do it between sessions. DMs, check if your players are having fun, ask them what you could make better. If you aren't having fun, explain them why and ask for change.
Players, talk to your DM about what you would like to see happen in the game, what kind of dilemmas you would like for your characters to deal with, what could be fun to happen to a fellow player as to encourage roleplay drama, talk to him about what you don't like and could be changed.
While the DM is God in his game, he is also a human being.
He is here for you to have fun. You are here to have fun.

=> Talk. To. Each. Other.

Pathfinder's N°3 Rule :
There is no fun if someone in the group isn't having fun.

DM, you are not a writer working on a novel. The players are individuals, and have characters with free will. While banning some classes for roleplay and setting reasons can make an universe more interesting, saying to a player what he HAS to play, or suggesting him in a forceful way is a no-no. It's up to you to make the sessions challenging whatever the group's composition, not to the players to absolutely "have a cleric" or "play a rogue". Railroading the adventure is also a big no. Do concessions, and if your player wants to do something strange, make sure it would work and the player is able to use this opportunity.
Players, don't optimize so much your characters that they are overshadowing the group. You wouldn't want to be the Robin of their Batmans, don't make them suffer the situation. Play what you want to play, in the limits defined by the DM. Don't be a jerk by playing voluntarily an antagonist to another player's character (like a Chaotic Evil necromancer with a paladin), it never ends well, except if you talk to each other beforehand to make it work in a fun and mature way during the adventure.

Pathfinder's N°4 Rule :
Roleplay. Lots of it.

DMs, use your player's characters to create interesting and stimulating situations. A player's NPC brother is a roleplay goldmine, and you will make sure that everyone around the table is interested and implicated in the story.
Players, always explain your characters, how they became what they are. Provide a minimum informations to the DM so he may create a story just for you. Don't scuttle the roleplay occasions just for the fun of it, you will lose at this game, your adversary (which it shouldn't be) is God. Play your character as he is on the sheet, have the character on the sheet be what you play.

Pathfinder's N°5 Rule :
You love it, or you leave it.

DM, your players are bullying you ? They take your advices or fiats for s+%$, play non-legal characters, refuse your limitations, argue the N°1 rule, then have the nerve to use the Rules As Written (but badly read) as an argument afterhand ? They argue during hours your decisions despite your will to be open-minded ? They physically assault a fellow player or yourself ? They are overly lacking respect to you, your neighboors ?
Players, your DM is the insufferable jerk who railroads the story, makes rocks fall, cheats rolls when it makes him "win", follows the rules only when it arranges him, and seems like he is in a power trip with his Alpha Male position of all-powerfulness ?

Call the police if necessary, say goodbye, take your pack, and leave.

This is a GAME.
When you don't have fun with a game, you just leave it and do something better. Remember this. Pathfinder is no exception. There are a lots of nice groups out there or even the Play By Post, don't stick with the stinky group when it comes to RPGs ; especially when they are your friends and your experience could ruin this relationship.

2. FAQ

a. Do you have advices for a new GM ?

Well, as a rule of thumbs :

- Stick with the least amount of rules possible. Even try grabbing the Pathfinder Beginner Box, to enter into the system with a convivial and simple version of the rules !
- If you play in a new group, try being a player during several sessions before being a DM, so you know better what style of game and characters the group likes.
- The DM must always warn players of the rules he wants or doesn't want to use in his game before the game begins, including any houserules. Suddenly changing the rules during the course of the game is both bad form and bad DMing, and should be avoided.
- Your should ALWAYS have your players's character sheet accessible both in paper, and numerical form to check on when needed.
- Don't hesitate to search on the Paizo Messageboards if you need an advice, if you have a rules question, or if something looks fishy and overly powerful in a player's build - like someone double-wielding bows with a four-armed race from an obscure supplement in alpha playtest you don't have access to ; a druid/monk flurrying with natural attacks plus unarmed strikes plus a lot of damage bonus ; or a sorcerer/monk/arcane archer casting several spells per round.* Paizo Messageboards are like Skynet, if Skynet was made of rules-lawyer whose favorite hobby was to play with a complicated RPG with each potential loophole acknowledged and toyed with.
- Do concessions for everyone's fun. But accept no lack of respect, nor argumentation over your decisions.
- You have to know the rules you use ; or to have someone around the table you trust and who knows the right rule at the right time (often called a "rules lawyer"). If during the course of the game a rules argument appears, use the short rule provided in the Core Rulebook : a +2 or -2 to a roll usually is enough. Your duty is to check on the rule for the next time this situation occurs ; your player's duty is to keep the game rolling, not to interrupt it and begin an endless argument about it. YOU are the rulebook once the game begins.
- The Pathfinder Game Mastery Guide provides a lot of deeper advices about how to run a campaign. Grab it when possible on Paizo Store or your local dealer.
- Send this thread to your players. ;)

b. My DM isn't letting me play X/do X !

- Anything you want to play is subject to DM fiat and approval, including AFTER inclusion in the game. If the DM says no to your character or is using a houserule, refer to Pathfinder's N°1 Rule.
- If the DM banned a rule/supplement/class/concept/spell, DON'T argue.
- If you really want to use this rule/whatever, ask him why he banned it.
- If you REALLY want to use this rule/whatever, propose to play with the banned rule, with the condition that your character may be retired at any time if he breaks the balance of the game and makes the game less fun for others. You are signing a social contract of "not being a dick", and it is better for everyone's fun if you don't abuse it.

c. How to deal with difficult players ?

So your players are the kind to argue a lot. Like, all the time, while not being the cleanest when it comes to see how they built their character by forgetting some "details". Despite you applying all this guide's advices so everyone can enjoy the game, they don't even apply the N°4 rule. Or they don't listen to you, or make the rules pass before anything else - including your parole. Maybe they made a list about what the DM can or cannot do. Well, they are f@*~ing wrong, as the Most Important, the N°1 and the N°3 rules already explained.

Use °2. Discuss with them. Make them understand you don't have fun, and would like more respect for the work you originally provide so everyone can have fun around the table with a good ambiance. You're their friend in this game, not their enemy, and this implies that everyone knows it's place.

If this simple thing doesn't work after one or more sessions, use rule °5 as soon as possible.
Some people are just stupid and you will change nothing to this fact. You just have to leave and find better players. Dump them, walk without looking at the explosion. Don't give them a childish "rocks fall, everyone dies", you'll feel much better once you're out and ready to play again with better people.

d. How to deal with difficult DMs ?

So your DM is sometimes dickish, or really doing a lot of things that annoy players around the table. Changing rules on the fly, playing an overshadowing DMPC, trying to kill the PCs as his principal objective before "putting a good experience and adventure for everyone". You wish things would change. You don't have fun because another player is way more powerful, or because the DM seems to hate your character so much that there are only barbarians to fight with your rogue, or antipaladins attacking your paladin by surprise.
Try rule N°2. Explain your problems in private, your current griefs, and what you suggest so everyone can have a better experience during the game. You could even send him this thread as a friendly advice. You just want to have fun, like everyone else, without impairing your fellow players's.

If this doesn't work after some more sessions, use rule N°5. Simple. You don't have to play when you don't have fun.

(*These are real-life examples of players stupidity and munchkinism, not exagerations to make a point. I let you think about them.)



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