
Arthun |

Lastknightleft,
I think we did some talking without understanding - and partially this is because english isn't my first (and only) language :-)
I apologize for the misunderstandings and am of the opinion, that our view on roleplaying ist very similiar.
But I really don't want to get into a discussion on our views on roleplaying - not in this thread ^^
On this topic , while I apreciate the help and don't want to be ungrateful - please take the discussion about what kind of characters are believable and go with the design of the game to another thread.
Sorry should this sound harsh.
Back to a question I already asked:
And now for something completly different - the GM Guide still is some weeks/months away and I am looking for help and data for creating a setting (something like the Sewer Rat Setting one of you posted in this thread).There are sources in the Core Rulebook - but not that much.
Is there a wizard/sorcerer like npc class?
How big are the settlement types in the table for random magical items (hamlet etc pp)?
And much more - I've always been a fan of homebrew, creating own cultures, nations, races etc pp. Are there sources on the web?

jpraab |

The game is so rigidly balanced and the mechanics all so similar you CANT powergame. Very little you do will make your character more powerful in 4E. And if you just pick random powers and feats as you move down the line in levels in 4E, your character will still be ok (most powers work all on their own). Pathfinder is not as such. You can easily put together combinations of feats and classes that are more powerful then average, and you can easily make choices that least to a very ineffective character.
Please note that this is not a snipe at 4E. They set out to create a balanced game, and that they certainly accomplished in my opinion.
I guess our definitions differ. Much of my 4e experience between games has been about how builds complement one another for maximum efficiency--one character does this, another does this, etc.--and that comes off as being unnatural. When PCs are asking other PCs to attack them just to get some obscure power benefit, I think that's powergaming at is worst, and the system encourages such exploitation of the rules through a fairly rigid balance system that can suck the creativity out of encounter construction.
However, if you mean finding the most efficient/powerful builds by selecting from a broader base of rules for an individual PC, yeah, I see what you mean.
Just to be clear, I like 4e, but I like PF better because of the flexibility.

jpraab |

And now for something completly different - the GM Guide still is some weeks/months away and I am looking for help and data for creating a setting (something like the Sewer Rat Setting one of you posted in this thread).There are sources in the Core Rulebook - but not that much.
Is there a wizard/sorcerer like npc class?
How big are the settlement types in the table for random magical items (hamlet etc pp)?
And much more - I've always been a fan of homebrew, creating own cultures, nations, races etc pp. Are there sources on the web?
1) That's the beauty of these games. Create it yourself. But, if you need a little help, it might be to your benefit to pick up a campaign setting, like the PF Campaign Setting, or any number of Dungeons & Dragons campaign settings like Forgotten Realms or Eberron. You can find the 4e versions in bookstores and gaming shops, or the much cheaper (and compatible for Pathfinder) 3.0 / 3.5 versions on eBay.com, half.com, or amazon.com. See how they set up the world and you'll have some ideas in no time. And don't feel bad about stealing settings wholesale to import into your own world! There's also FREE 3.5 adventures floating around, such as the Tomb of Horrors, that you can download to help you see how the pros designed settings.
2) Just build a PC wizard or sorcerer and have the GM use him/her as an NPC.
I'll leave the rest of the questions up to someone more knowledgeable than I.

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'Lo you all.
All the players in my pathfinder group are new to D&D/D20/Pathfinder - some like "oh, 10 years ago I played 2 evenings AD%D" while others are more like "cool, I've played a german RPG for the last 10 years and only in decemver 09 I realised that there are other roleplaying games".
This means - we really dont have a clue. None.
No feeling for character building, the "consequences" of choices on low leves, when to buy what kind of eq, what spells are more efficient etc.I realised that after I've read a part of treantmonks wizard guide - and our bard wants to rebuild his char after reading the bard guide.
So I ask you all for help.
Really - any guide, FAQ, help,... you know and that works for the Pathfinder RPG would be a great help.
(at the moment our group (edit..) eerr.. party.. consists of a fighter, cleric, bard, paladin, sorcerer and monk)
Thank you all - for reading that and maybe for some help.
Good Night
Good comments by all. My recommendations:
1) Everyone must read the combat section, possibly twice. There are so many things that can go wrong there (oh I forgot about this) that it is important to learn the terminology and what is a standard action and what is not, and what provokes opportunity attacks.
2) Don't sweat the classes. Pick a race and a class and stick to it and have fun. Don't both with multiclassing, and possibly even prestige classes. There's enough fun in the base classes to go around at least once or twice.
3) Be open minded. Don't worry about picking the wrong feat. If you find that it is a useless thing for your play style, perhaps your kind-hearted GM will let you trade it in for a more appropriate feat in the future. If a player never uses a feat, I always let them replace it if it doesn't fit their character, especially if a new book comes out that makes them say, "Aww man if I knew that I wouldn't have..."
4) Have fun. The boards are full of guys who have played these kinds of games for years, and there are plenty more who keep re-using 3.5E rules in Pathfinder erroneously. There are subtle changes in Pathfinder whose effects shake the mountain in their impact in gameplay.

Wandering Monster |

Then, at the end of each session (and plan time for this) have a discussion about how well or how poorly each character did, and then allow changes to take place. You don't have to break the rules and give out extra stuff, but if a player says "that spell doesn't do what I though it would", then let them trade.
Yes Yes Yes Yes! This!
With new-ish players, I always allow them to retrofit their character every now and then. Some feats and combinations look a *lot* cooler on paper than they do in play, and forcing a new player to stick with a bad choice they didn't understand is a great way to make an ex-player.