Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber. Pathfinder Society GM. 1,820 posts (3,128 including aliases). No reviews. No lists. No wishlists. 13 Organized Play characters. 7 aliases.
Just an old Dude originally from southern Cal.. now transplanted up here in Oregon. Been playing RPG's since my teen years in the 80's and still enjoy it.
My current home campaign is, Giant Slayer
About my play style:
My emphasis will always be on "role-play" over "roll-play". However, I do not reject or criticize, players who like to build optimized characters. I generally find, there are enough poorly built characters out there, to balance things out, as it were. Besides, if the PCs die, the story is over! So I welcome players of all types of builds.
As far as atmosphere: I prefer but, am not a slave to, the High Fantasy background or style of play. I grew up with Greyhawk and Forgotten Realms, so these are thy types of backgrounds I enjoy most. However, I also loved StarFrontiers, Traveler,Top Secrete, and even the James Bond roll-playing game; so I guess, I enjoy a lot of different flavors (just got in to Starfinder and it rocks!)
With regards to the rules of Pathfinder; I don't have any issue with them, in my home game. Right inside the Core rule book it states, "should a GM not find these rules conducive to his own game, he should change them to fit the personality of his game." Where I have problems (more frequently than I should), is in Pathfinder Society Environment. In order to put everyone on a level playing field, organized play leaves itself open to persons who bend the rules to their advantage, at every possible turn. These same players, frequently ignore rules that, would put them at a disadvantage when it serves.
To say the least...I've had a few issues with players such as these. So, if you are the type of player that tends to embrace the rules of the game, in order to gain advantage...Or even just like pointing the rules out to the GM frequently, when you believe he is in error. I respectfully request, you do not ask to enter my games. Because, there will be a problem.
example of how I handle Rule's Lawyers:
Example: If you're the type of player that insist on taking '20' in every room to look for traps; know a few things:
I have just marked you as a munckin in my mind!
I will not kick you out of the game but, I will black list you from all my future games.(except: random draws or Convention type events)
I will enforce every rule the game allows, including those that,some GMs tend to overlook or hand wave for convenience.
"oh by the way, can you give me a breakdown of your encumbrance?
"OK so you're taking '20' in this 20x30 room to check for traps? FAQ states: you can only check a max of a 10' square space with a move action..the ceilings are 15' high in here, that means it takes 4.5 minutes to search each of the 30' walls It will take 3.5 to search each 20' walls.Another 6 minutes each, for the ceiling and the floor. So that's 28 minutes to check this room thoroughly.. You might want to ask the Druid, how long the Barksin he just cast on himself last. Couple more rooms like this, and the Sorceresses mage armor will start to flicker as well.
Oh forgot to mention?! Since you didn't actually enter the room yet; (because you didn't want to set of traps) the far wall's DC: is +3 higher to search. You see it's 30ft away
Oh what's that? Your human! Oh I'm sorry, that torch your carrying only illuminates with bright light out to 20ft. That means you're only seeing the back wall, in dim light according to RAW. I'm going to say that's unfavorable conditions. That increases the DC an additional +2 to find anything on that wall, from your present position.
So, you kind of get it? In my opinion, taking a '20', to find traps, is just a silly rule..If you do want to take '20' on a trap, in one of my games, you better have a good narrative reason for doing so.
"The witch told us the Ogre hid traps all over his lair so I'm going to be extra careful and take '20' before I step in to any room."
Rules I dislike (but am saddled with in PFS):
1. Taking '20' to find traps(see example in spoiler above) 2. Taking '10' on untrained Knowledge skills(It may be legal, but I don't like it! I just don't see every PFS agent being, a highly trained, Super Spy!..An abbreviated list of things all PFS agents with a '10' or better intelligence can do is: Identify the following; every foreign accent in Golarion , poor construction, any stone or mineral in it's raw form.. the list goes on..) 3. Most sub-set rules..(especially the chase rules!) (This one doesn't need explaining. Most GMs know there are real problems with many of these sub-sets. My biggest problem arises again in PFS, when I am, essentially stuck with these sub-par designed systems. If you want to get on my good side, while I'm running with these systems in PFS..just roll with what I give you, and if you need to clarify, bring it to the discussion thread..Remember, these rules are frustrating for both player and GM) 4. Cold Weather rules and cold Weather gear.( I have an entireThread on this and, how Cold weather rules in Pathfinder, are generally broken.
If you read beneath the spoilers, you'll probably get the idea that, I'm an old school gamer. While that may be true, it doesn't mean you won't have fun in my games. My motivation for any game is and always will be, does it make a good story?(whether heroic or tragic) If that's the type of play that interest you, I invite you to join one of my games!