Basic standards in your games


Pathfinder First Edition General Discussion

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Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Seldriss wrote:

Hello folks,

I am running a Pathfinder campaign (not in Pathfinder Society as I am using many houserules).
I am curious about a few things in other GMs games...

1. What amount of character points do you allow at creation for abilities? [10, 15, 20, 25]
2. What rate of experience do you use? [Slow, Medium, Fast]
3. What supplements do you usually allow?

Thank you for your responses, that might help me to adjust my own game to fit better the expectations of players.

Best way to do that is to have a long sit down with your players.

Grand Lodge

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber
Seldriss wrote:

1. What amount of character points do you allow at creation for abilities? [10, 15, 20, 25]

2. What rate of experience do you use? [Slow, Medium, Fast]
3. What supplements do you usually allow?

1. 20

2. None.
3. All supplements are allowed but anything can be banned at any time.


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Seldriss wrote:
1. What amount of character points do you allow at creation for abilities? [10, 15, 20, 25]

20 point buy. Less makes certain character classes harder to play than I feel they ought to be.

Seldriss wrote:
2. What rate of experience do you use? [Slow, Medium, Fast]

Level by GM Fiat. Since I run adventure paths, the "expected" level points are presented there, and that's what I use. If I would have to adjust the challenges to hit those ideal level points, I'm really just doing a ton of math so that I won't have to do a ton of math.

So I just give my players a big, abstract goal to work toward so they can level. Stuff like "when you find the murderer and deal with him" or "when you reach the gates of the enemy stronghold, you will gain a level."

It's worked very well for us.

Seldriss wrote:
3. What supplements do you usually allow?

My game is wide open, but I have veto power over any specific thing. I almost never have to intervene, though. My players are mature enough to understand they can't "beat the GM" and that overreaching just leads to GM burning. No game is no fun.

Grand Lodge

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

*brofist*


1) 20 Point-Buy

2) Fast, but I wouldn't mind a swap over to medium. We also usually start at level 3, as we find it gives us some heroes who are already fairly tough and are starting to really come into their powers.

3) We generally stick to the Core Rules, along with the APG, UM, UC, and ARG. Everything else is allowed as long as the GM has a chance to look at it and give his approval.

RPG Superstar 2009 Top 16, 2012 Top 32

1) 20 point buy.

2) No XP.

3) Allowed material (and crazy house rules) vary by campaign.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

I'm surprised at the number of people who don't use XP. Well, I can see it simplifying things if you all of your players make it to every game.

One of the games that I run has some inconsistent players. I like using XP as a way of rewarding people who consistently make it, though I don't let anyone fall more than 2 levels behind the highest level person in the party.


Matrixryu wrote:

I'm surprised at the number of people who don't use XP. Well, I can see it simplifying things if you all of your players make it to every game.

One of the games that I run has some inconsistent players. I like using XP as a way of rewarding people who consistently make it, though I don't let anyone fall more than 2 levels behind the highest level person in the party.

For me, it's really about adventure paths.

If I were running a series of unrelated modules or a homebrew, I would probably go back to XP in order to make sure the players were progressing at a logical rate, unless I had a very clear picture of when they should level.

But since the AP essentially includes the points at which the should level, why would I allow XP to let them deviate? If they go too fast, I have to then up the challenges. If they go to slow, I have a TPK on my hands. If I level them by fiat, then it's always on the mark.

I don't really like the idea of bribing my players with advancement just to show up!


Pathfinder Adventure, Lost Omens, Rulebook Subscriber
Evil Lincoln wrote:
I don't really like the idea of bribing my players with advancement just to show up!

It isn't that I'm bribing them... it is that some of them are new to tabletop rpgs and I'm using addiction techniques learned from MMOs fuel their interest! *evil laugh*

Seriously though, it is mostly I that feel that those who manage to make it to every game should have something to show for it ;)


I apologize, I didn't mean to imply that you were bribing them. That's just how I would feel if I were to use XP that way. Even when I use XP, I keep all the PCs at the same total, as a matter of preference.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Evil Lincoln wrote:
Matrixryu wrote:

I'm surprised at the number of people who don't use XP. Well, I can see it simplifying things if you all of your players make it to every game.

One of the games that I run has some inconsistent players. I like using XP as a way of rewarding people who consistently make it, though I don't let anyone fall more than 2 levels behind the highest level person in the party.

For me, it's really about adventure paths.

If I were running a series of unrelated modules or a homebrew, I would probably go back to XP in order to make sure the players were progressing at a logical rate, unless I had a very clear picture of when they should level.

But since the AP essentially includes the points at which the should level, why would I allow XP to let them deviate? If they go too fast, I have to then up the challenges. If they go to slow, I have a TPK on my hands. If I level them by fiat, then it's always on the mark.

I don't really like the idea of bribing my players with advancement just to show up!

That's a great idea, unless you're running Kingmaker.

Grand Lodge

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

If I were to run a sandbox kind of adventure, I would use XP, at one point a session ala PFS.


Seldriss wrote:

Hello folks,

I am running a Pathfinder campaign (not in Pathfinder Society as I am using many houserules).
I am curious about a few things in other GMs games...

1. What amount of character points do you allow at creation for abilities? [10, 15, 20, 25]
2. What rate of experience do you use? [Slow, Medium, Fast]
3. What supplements do you usually allow?

Thank you for your responses, that might help me to adjust my own game to fit better the expectations of players.

1) I very much dislike point buy systems, so I use the 4d6 drop lowest. I then also roll a set in secret for each player. The player then has the option of using what they rolled or what I rolled, but the decision is final, even if my scores are worse than theirs.

2) I use the medium or fast depending on the goals of the campaign. Also, I tend to give much better experience rewards for good roleplaying and good story than I do for killing bad guys. Roleplaying should be more about roleplaying and less about how much damage one can do, in my opinion.

3) Lately I've used the stipulation of "If it's available on PFSRD, you can use it," however I still ask the players come to me with their ideas so I can approve or disapprove it (or help them with the concept if it's an unusual one).

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