Mistakes I've Made


Pathfinder First Edition General Discussion

Scarab Sages

Since starting to play, I've had a few boneheaded moments that may amuse. I'd guess we all have a few times when we've just been wrong - here are mine:

You cannot shift twice as a full round action (shift and withdraw comes close though)

Using a reach weapon in melee does not provoke an AoO (not sure why I thought it did)

When you can take 10, or 20 (I still get this wrong all the time)

Secondary natural weapons only get 1/2 Str to damage, and 1/2 power attack (the dreaded math)

Movent through diagonal squares (I know I'm not alone on this)

Undead are immune to almost everything with a fort save (but Ear Piercing Scream is awesome!)

And undoubtedly more I've forgotten.

Liberty's Edge

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Belabras wrote:
You cannot shift twice as a full round action (shift and withdraw comes close though)

If I recall correctly, 'Shift' is something from D&D 4th edition. In Pathfinder, it is called a 5-foot step.

The first time I heard a player say 'shift' in one of my games, I had no idea what he was talking about. :)

Shadow Lodge

1. sitting behind the GM screen
2. letting someone else sit behind the GM screen
3. playing way of the wicked (not trolling just didn't work for us)
4 playing 4th edition (not trolling just didn't work for us)


1.) Giving my players access to Molten Orb right before meeting the Bone Priest. (all that written dialogue that will never be heard ;_; )

2.) Having an unnamed, non-plot-important NPC give misinformation. Pro-tip: If it's not very important, just give it to 'em straight. The entire session was derailed completely by a single word out of place.

Grand Lodge

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Eventually you just learn to go with the flow....

. . . .

A few years ago I was doing a one-shot where the PCs would start at the end of big dungeon and would be hooked into doing something else -- that night's adventure. I knew the hook had to be good enough to get the Players (not PCs, Players) wanting to do the adventure. And during the intro to the adventure I couldn't decide what would sound better: a reward of 1,000 Platinum pieces or 10,000 gold pieces.

What came out of the NPC's mouth, accidentally, was "10,000 Platinum pieces"!

. . . .

Recently I've been encouraging the Players in my Saturday night campaign, The Abraxas Gambit, to think of out-of-the-box ways to handle encounters, instead of the banal, kick-in-the-door stuff every. single. time.

One of those Players, having (only recently) played with me as a fellow PC in a Thursday night "Temple of Unified (Elemental) Evil" campaign and having witnessed how I approach many encounters as a PC -- very fun, unusual stuff -- put my encouragement to play Saturday night and,... instead of attacking my conjured Demon on-site, negotiated with it a deal that, to my chagrin as DM, sent the PCs on a brief mission to the Abyss! How do I fit THAT in my campaign?!?

. . . .

About a month ago my NPC archers were shooting at the foolish PCs who dared to attack my evil stronghold.

So my archers, with their MWK Composite Longbows w/ STR+2 draws, fired upon them.

Doing. Um. 1d10 points of damage with each hit.

It was, I believe, the 7th round when one of the Players asked why I was rolling d10s instead of d8s.

....

There are many more, but like I said, after years and years, you just learn to roll with the punches.

Sovereign Court

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Belabras wrote:
You cannot shift twice as a full round action (shift and withdraw comes close though)

There's no "shift" in PF. You might be thinking of the 5ft. step.

However, you're only allowed to take a 5ft. step if you do not otherwise move in the round, so it can't be combined with a withdraw action.


I've run encounter #2 using the enemies from encounter #1 instead of the enemies from encounter #3 which is what I was supposed to do.

Thankfully they were the same CR, so it didn't mess things up until I read the next box of text and it makes no sense. We had a quick laugh and kept going, it could have been so much worse.

I can't tell you how many times I've gotten a spells range or casting time wrong, simply because everyone is too lazy to look it up. This can be a big deal with things like Sleep, Infernal Healing, Enlarge Person, etc.


After 29 years of D&D editions I still get things wrong, forget to mention things in game that might be important, forget key abilities that adversaries have, etc. And I always manage to skip this one guy in the initiative order. The same guy every time. And I have notes in front of me so that shouldn't happen, but it does. And we still have fun.

Scarab Sages

Ascalaphus wrote:
Belabras wrote:
You cannot shift twice as a full round action (shift and withdraw comes close though)

There's no "shift" in PF. You might be thinking of the 5ft. step.

However, you're only allowed to take a 5ft. step if you do not otherwise move in the round, so it can't be combined with a withdraw action.

The More You Know ♒★


Mine are mostly pertaining to the weird idiosyncrasies of spells:


  • Not knowing that swift action spell-casting doesn't provoke AoOs.
  • Not knowing that any other swift action WILL provoke an AoO.
  • Not knowing that creatures with SLAs had to roll concentration checks to cast defensively or risk losing that use of the SLA.
  • Not knowing that, technically, creatures with spell-casting as per class levels, like dragons or nymphs or planetars, have to have a spell component pouch on them if the spell has a material component.


Not asking what kind of campaign we were playing before rolling a character. I had a fire focused caster in a campaign that took place mostly on a boat. Wouldn't be bad if we were on the offensive but we always got surprise attacked from out of nowhere.

Sczarni

I once statted up a gnome sorcerer I called "The Maestro". He was going to be based around lightning spells and music, with a Wand of Shocking Grasp as his bonded item that he would wave like a conducter's baton.

Only after getting to the table ready to play was it pointed out to me that only Arcane bloodline sorcerers get a bonded item, which meant I had to choose between that or the Elemental (air) bloodline that gave me all sorts of lightning affinity powers.


Cerberus Seven wrote:


  • Not knowing that, technically, creatures with spell-casting as per class levels, like dragons or nymphs or planetars, have to have a spell component pouch on them if the spell has a material component.[/list]
  • I might be missing something, but dragons have spell-like abilities and thus have no material components.


    I have to say, I am a little underwhelmed by these mistakes. When I read this title I was hoping the the list would include things like, "got drunk and had relations with my cousin." Underwhelming.


    Barathos wrote:
    Cerberus Seven wrote:


  • Not knowing that, technically, creatures with spell-casting as per class levels, like dragons or nymphs or planetars, have to have a spell component pouch on them if the spell has a material component.[/list]
  • I might be missing something, but dragons have spell-like abilities and thus have no material components.

    Yes, they do have those. However, they ALSO have spells known. Even a simple CR 10 adult white dragon has a list of spells known, albeit just two of them at first level and a few zero levels. For better breeds and at higher age categories, they almost gain max level sorcerer spells per day and known.

    I found this out when I was running a mythic nymph mini-boss against my Thursday group. Not only did I have to concede that yes, she should have to roll a concentration check to cast defensively (which she horrifically failed), but her list of 'spells prepared' and the fact her special ability listed her as casting as per the druid class meant she needed a spell component pouch to use some of her prepared magic. I quickly made a house-rule indicating that no, that's dumb, dragons and nymphs and angels and such don't need dinky little 5 gp pouches to use their inborn magical talent.


    Create Mr. Pitt wrote:
    I have to say, I am a little underwhelmed by these mistakes. When I read this title I was hoping the the list would include things like, "got drunk and had relations with my cousin." Underwhelming.

    Well, it wouldn't have been so bad, except the other people at the table were uncomfortable being so close to the action. Also, stained the character sheets.


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    I've been playing that channel heals AND harms ever since beta.

    I just saw the OR in the writing in CRB very recently.

    Grand Lodge

    Drawing a weapon provokes an attack of opportunity without quick draw. This is my mistake.


    Ms. Pleiades wrote:
    Drawing a weapon provokes an attack of opportunity without quick draw. This is my mistake.

    don't you draw weapons BEFORE you're threatened by an enemy? lol


    Pendagast wrote:
    Ms. Pleiades wrote:
    Drawing a weapon provokes an attack of opportunity without quick draw. This is my mistake.
    don't you draw weapons BEFORE you're threatened by an enemy? lol

    Not if they win initiative and get to you before it's your turn.

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