mem0ri wrote:
Appreciated, but it's always worth asking about potential traps & pitfalls (or stuff that the playerbase has determined just doesn't *work*). Thanks for the response!
ciretose wrote:
Thanks! That list was exactly what I was looking for. I'm definitely not afraid to say NO to players. Going to keep it simple for the time being.
As a player, I've played under 3d6 in order, 4d6 arrange as desired (most common), and even 5d6 keep highest 3, arrange as desired. I had fun with them all, and sometimes I don't have an exact idea of what I'd like to play, so "in order" can have my trying races/classes I wouldn't normally pick, which is cool. I've never done point-buy as a player in anything other than HERO and GURPS. As a DM, I vary the method based on the campaign I'm going to run, and I let everyone know the method ahead of time just in case someone isn't cool with it. (Not every game I run will interest all the gamers I know, so this is no harm no foul as far as I'm concerned, maybe my next game will float their boat better.) Currently using 5d6 keep highest 3, arrange as desired. As an aside, I've always wanted to run a game called "The Losers Brigade" where everyone used *2d6* in order, probably using AD&D 1E. I could hear someone at the table shout "YES! I GOT A 9! I QUALIFY FOR A CHARACTER CLASS!!!!!" Surprisingly enough, with everyone in the same boat, every player I asked wanted to try it. ;)
Good day folks, I'm preparing to run a group through my first PFRPG game. I've never run it before, though I have run the Beginner Box, every version of AD&D/D&D, and many other RPGs. Right now I have the Core Rulebook, GameMastery Guide, Advanced Player's Guide, and the Inner Sea World Guide. Three quick questions: 1. Is there anywhere in the rules that summarizes the different types of bonuses a roll can get, and which stack and don't stack? I seem to recall seeing something like this before, but damn if I can't remember where. 2. Basing my game around the core PFRPG rules + some stuff from the Inner Sea World Guide + some Advanced Player's Guide (not sure what I'm using from there just yet, still reading it), are there any RAW you'd recommend be used or not used/houseruled? 3. Following on that, are there any common house rules that makes PFRPG work even better than RAW? Thanks for the advice!
Kajehase wrote:
Thanks for the info. So the death of Aroden is a cornerstone mystery, eh? Makes me even more curious now... :) How have other DMs handled it in games it's come up? I mean, one high level wizard casting "I *wish* I knew the details about how Aroden died" might open things up a bit. Also, are there any other metaplot mysteries/things that we're aware of in Golarion?
Hiya folks, I just received the Inner Sea World Guide for my birthday, and I have to say it's awesome. Golarion is definitely a place I'm going to be visiting a lot! I have 2 questions from a casual read-through, that I hope someone can help me with: 1. Is there a master list somewhere of the different sites that official Pathfinder adventures take place in? I'm thinking purely of down the road, I wouldn't want to blow up Ustalav and then decide to run Carrion Crown, for example. 2. Has anything ever been said about *why* Aroden died? What killed him? Thanks!
Bellona wrote:
Aha, the light begins to dawn! We played extensively with kits in the AD&D 2E era, a lot of them were very cool, and a few of them tried to break game balance wide open (Complete Elf Book, I'm looking at YOU). Overall, a good concept that suffered from no line developer making sure power levels were respected. So the Archetypes are like kits, eh? Are they balanced out pretty well between each other? And do they add a character bonus big enough that playing a PC *without* an Archetype means instant gimpage in comparison to those who do? Thanks!
Haladir wrote:
A quick question from a Pathfinder newbie - are there any forms (perhaps downloadable) with a list of modular options from either the Core Rulebook or the Advanced Players Guide, to keep track of what options are being used? I remember Rolemaster had something like this once the Companions started piling up out of control. Thanks!
Ajaxis wrote: They start with the APG, additional archetypes can be found in Ultimate Magic and Ultimate Combat. The APG will really enhance your game. UM and UC are fine, but the APG is the "5 out of 5" product. Nice! Thanks for the recommendation! Ajaxis" wrote: I would suggest at leveling, that when written into the rules retraining happens, it just makes it easier. If your using the Beginner's Box, using the suggested feats and skills should alleviate the problem. (The little pictures in the skill and feat titles which match the sample characters; for example, the feat Cleave has a picture of the sample fighter.) Excellent. My first purchase will definitely be the Beginner's Box, and I'll work from there. When we graduate to the full game, I'll add a retraining rule at level-up to help the PCs out. Nice that the Beginner Box kind of holds your hand in development as well. If you know, how many players is it designed for? I may have anywhere from 3 to 7, depending on who wants to play. Ajaxis wrote: Check out the PRD ("Pathfinder Reference Document"), look under Advanced Players Guide, read all the crunch for free. The PRD can be found on the left of the Paizo page, a few lines under the search bar. (Sorry if you already know this; I'm erroring on the side of the obvious just in case.) The best non-Paizo source can be found at www.d20pfsrd.com, which contains a lot of stuff not in the PRD, both from Paizo (for example, non-core prestige classes) and third party publishers (for example, Dreamscarred Press's psionic options.) I'd glanced at it, but there's a lot to take in at first for someone new to Pathfinder, so I appreciate the pointer. I've got the d20pfsrd site bookmarked now as well. Ajaxis wrote: The APG contains a bunch of player options, so it is very modular. Just don't allow those options you don't like. Don't want to deal with the summoner class, then don't allow summoners. Nice, I like modular. In the Ye Olde Days when I'd DM, I was pretty much a pushover for anything the players wanted to add into the game, even when I knew I wouldn't enjoy refereeing it and it would be detrimental to the campaign. Now I'm older (if not wiser ;)) and keep a close hold on what I feel like dealing with. I look forward to reading the APG and cherry-picking what I think will work. Another question: do the challenge ratings for opponents assume not only party/character level, but also possession of X amount of magic items as well? If I go magic-light on the players' rewards, will I have to modify upcoming encounters to compensate? Thanks for all the help!
Good morning, Folks! Drejk - the interview with Monte Cook where he talks about system mastery is here: http://www.montecook.com/cgi-bin/page.cgi?mc_los_142 (sorry it took me a while to come up with the link). I don't recall substitution levels from the 3.5 stuff, but my knowledge of 3.5 is limited to the Players Handbook, Dungeon Masters Guide, and the Monster Manual. If it came into the rules after that, I'm clueless. :) Archetypes sound like a lot of fun, though. Are they in the Core Rulebook or the Advanced Players Guide? Ajaxis - Thanks for the advice, it sounds like I should probably start with the Beginners Box and go from there, to get my players and I a good grounding in Pathfinder basics. I like too how you say the game is modular so I can add in rules & systems piecemeal as time goes on. It's really sounding like Pathfinder is a heck of a product, and one that I'm going to start investing in! How would you suggest I handle retraining? Should I do it like D&D where a player can make one change/correction every time they level up, or is there a better method, like after each adventure? Re: Golarion, I like fantasy kitchen sink worlds ever since I cut my gaming teeth on the World of Greyhawk way back when. Sounds like Golarion is a fun place! I'll have to research this some more. Re: the Advanced Players Guide - it's really that good? Well then. I'll put it on my eventual purchase list as well! I've been used to player supplements either being stupid, under- or over-powered, and worthless (see: some of the Complete X from AD&D 2nd-ED, Players Handbook 2 & 3 from later D&D lines), but I'll be glad to give this a look. Is it designed to be used all at once, or is it like a piecemeal buffet of options you can use? Thanks!
Thanks for all the responses, everyone! Drejk - I don't have a link handy to the interview, but if I find it, I'll let you know. Does Pathfinder have retraining rules in the RAW? That was one of the things I really liked about 4th-ED D&D, in that every level you could re-train one power or skill to something else, in case you wanted to try something different, or an ability didn't work out the way you were hoping. I'm glad to hear the RAW is sound. A good, strong base can have a lot built on it! Run, Just Run - Glad to hear the fighter has been brought up in power a bit, but what's an Archetype? I've know about prestige classes, but I've never heard of Archetypes. Mathmuse - I'm glad to hear that staying single-classed is an attractive option now. In D&D 3/3.5, if you didn't multiclass, you'd be way behind the power curve of those who did. Robertness - Sounds like the Beginner Box has enough value to hang on to even if I don't care for the PFRPG, and is a good introduction to the systems. I think I'll likely snag this first and give it a look-through, then pick up the Core Rulebook afterward to see the whole system in action. New Question:
Thanks for all the advice!
(I'm not in the habit of replying to my own posts, but two more questions came to me. :)) Question 6: Are there any commonly used house rules, or do the RAW work pretty well? Question 7: Do people generally use Golarion as a campaign setting? Is it worth picking up some sourcebooks about, or do most people roll their own campaign world? Double mega thanks!
Good morning, I've been considering getting into the Pathfinder game (most probably as DM), and have a few questions. I've been playing pen & paper RPGs for over 30 years now, from Basic D&D to AD&D to 3 and 3.5 D&D, 4th ED D&D, Warhammer Fantasy Roleplay, Earthdawn, and lots more. Consistently, I've spent most of my time in Dungeons & Dragons. I played third edition and 3.5 D&D a few years back, and was impressed at first, but as time went on I became less so, especially with two factors: that some character creation choices were *purposefully* made worse than others to reward system mastery (paraphrased from an old Monte Cook interview), and that unless you plotted out your character build from the very beginning, you could end up with a severely gimped character as time went on. Neither of these were very appealing. (Also: please read IMHO and YMMV for the above and everything else in this message - my experiences and perceptions may not be yours, they're being listed simply to elaborate where I'm coming from.) So, question 1: does Pathfinder address either of these issues? Question 2: Is there a quick review anywhere of the differences between PFRPG and D&D 3.5? Question 3: As I mentioned above, I'm not new to RPGs, though some of my players might be, and none will have experience with the PFRPG. Would it therefore be better to start with the Beginner Box so we can all learn as we go, or better to jump right in with the Core Rulebook + Bestiary + GameMastery Guide? Question 4: Can Beginner Box characters be converted to the full PFRPG? Question 5: Can the Adventure Path modules (such as Carrion Crown - I have a player who really loves Gothic horror) be started/used with the Beginner Box, or do they require the full RPG? Lastly, any other comments/advice about starting in with the PFRPG? Thanks for the help! |