VargrBoartusk |
2 people marked this as a favorite. |
So I've been kicking this idea around for a while since there is usually a bunch of disconnect and I personally use it to try and help avoid the headaches it can cause.
Pathfinder works best to me when viewed not as one game but several and i'm going to try to touch on them as i see them. There might be more and there might be less but these are the ones that work best for me.
Pathfinder as 3.X Framework
In this type pathfinder is a bare bones mechanics set you use to provide a rules framework to the game you want to run. This is the default assumption of most of the big hardback books. In this rules set class names are skins you use to define your characters abilities and how they interact with the world you're in. Fluff and crunch are disconnected. Fey foundling is a way to get better heals, Goblins are not all comical pyromaniacs and your character can claim paladin/gunslinger/wizard/ninja/samuraihood without having a single level in the actual class. Feat and trait names try to be generic because they are meant as mechanical options and while Golarion examples are given it's largely contextual or as filler information. Fluff where it is present is also somewhat barebones and largely easy to ignore. For example my bloodrager has the dragon bloodline because I like what it give me more then because he had an actual dragon ancestor. Rulings here are simple straightforward and based off of rules interactions. Math is king here and nebulous concepts lead to exploitation. Let's use the following example of tail. Tail is not a thing covered in the rules. Kobolds from a mechanical point of view do not have a tail since having or not having a tail does literally nothing. If I take a feat that gives me the ability to make an attack with my tail it is no different from a feat that gives me a bite or a claw attack that i also do not have. the human heritage feat to gain access to the kobold tail attack is fine since 'tailed' is not a race trait that is toggled on and off like say darkvision or weapon familiarity. House rules are not really as much of an issue because your adding or subtracting stuff as you want to make your game. 3PP, The race building rules, it's all good since basically it's all house rules.
Pathfinder as Golarion
This is the middle of the road. It's also the default assumption of most of the APs and splat books. You're playing in the official game setting so fluff and crunch work together and the names of things have context in the world. You can't take traits pertaining to being from Cheliax as an andoran, wizards and sorcerers are mechanically and socially different with wizards using magic from studying books and sorcerers having magic in the blood reflected both in the rules and the knowledge of the world. As the GM since this is a home game you have final say. Maybe in your world osrion has a different king or maybe Geb is helping Clexiax take over the River Kingdoms. They designed the sandbox and you bought it so now you can tweak it but if you try to bend it to far it's not going to be the same sandbox anymore. Now let's go back to the tail. Kobolds in golarion have tails, there's still no mechanical justification for a tail but artwork and fluff back this up. Kobolds can take a feat to attack with their tails. The human heritage feat does not call out that if you take it for kobold feats you gain a tail so a human taking it to take the tail attack probably will not work unless you work it out with your GM that the heritage feat gave you a useless fluff tail like the kobolds have. It's more of a GM fiat sort of thing. The rules aren't so much different as the assumptions are and fluff relevance has mechanical fallout. House rules happen, it is after all still a home game but, but for the most part RAW and RAI matter. This type of pathfinder is where thing like 'Virtual number of hands' tend to crop up the most.
Pathfinder as A living campaign
Pathfinder Society games are set for a very specific balance level. Weather or not you agree with how it's balanced or that it is balanced don't matter much. What they shoot for is what they shoot for and your opinions don't matter. Not only do the rules have relevance but some options are different or just not allowed to better facilitate it's particular playstyle. Not many rules are seemingly designed for this but FAQs and Errata seem *strongly* influenced by this as it is the largest collection of feedback available to the company. If you never had the problems they make the changes for in your home game it doesn't matter. Because of the balance aims here some things are just flat out no. Back to the tail example. Here it doesn't work. Virtual number of hands problems sort of occur but are less of a problem because at the end of the day this is their sandbox and your just building castles in it.
Pathfinder as a guideline
You have friends, dice, snacks and the books. You don't care about making your own world, you don't obsess over exact rulings. Beer and pretzels and good stories are your goal so all the rules discussions are kinda pointless for you. You're probably on these forums for the same reason crash fans go to nascar rallies. YaY explosions. No one really care about tail attacks.