Basic standards in your games


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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.


I normally use 20 point buy.
I like the medium XP rate for AP's, but if I am converting a 3.5 module then I use the fast progression.
I normally allow most anything Paizo makes. Other than the antagonize feat I don't remember anything I have said no to, but that may change depending on the adventure in question.


1) I'm partial to 15 point buys, but I've also been in many 20 point buy games. Getting more than that gets a little too powerful for my taste. I haven't tried 10 point buy, yet, but I think it would be fun in the challenging sort of way.

2) I usually use the medium xp pace. I tried the slow once, and it didn't work out, for me nor my players. We all just felt like we weren't progressing and getting new abilities fast enough. Fast pace, however, goes too quickly, and the characters can get too powerful for the encounters, especially if you're using published adventures.

3) I allow CRB, UM, UC, APG, Inner Sea Guide, and the Bestiaries. Anything else is by DM approval, but I usually allow most the rules from the other paizo pathfinder books and 3rd party stuff.


1 - 20pt buy is my standard, 15 seems a bit too little for my tastes.

2 - I use medium up to 6th~7th level, then usually siwitch it up to slow.

3 - Personally, I allow every official Pathfinder supplement, and even borrow a few things from 3.0/3.5. I hate removing options, and that is pretty much the last solution I'll try.

I also don't value RAW so much that I limit players' cool ideas, even if I don't find them that cool myself. I'll allow most thing, so long as they're not game breaking or over powered. Want to play an atheist CG Paladin? There you go! A college professor Barbarian? You have it! Charisma based Magus? Sure, why not?

There are only 3 archetypes I ban:

Spellbinder wizard (too good and also steals the Sorcerer's thunder); Master Summoner (also too good, and slows the game down) and Synthesist (IMO, actually weaker than the vanilla summoner, but its confusing rules are not worth the headache of trying to figure them out).

I also don't allow Leadership, because I have lots of players, and adding more characters will slow down the game too much.

Last but not least, I tend to give martial/mundane classes a some extra power. Like fusing thr TWF feats and removing the Int prerequisite from Combat Expertise.


1 - I never use the point-buy method; the players roll their scores (2d6+6, 1d10+7, or whatever seems reasonable at the time). If a player's rolling horribly, I just assign them six numbers to use how they like.

2 - Slow for urban campaigns and space opera/scifi things with medium for everything else. I dislike using the fast progression, but Rappan Athuk is making me reconsider...

3 - I only limit their choices to Pathfinder-compatible options. On the other hand, I usually end up creating classes/feats/spells/etc. if there's nothing published that fits their character concept.


1 - I use an array for stats normally 16,15,14,13,12,11 but sometimes I up it to 18,16,15,14,13,11. I also either do half+1 for h.p or 2 off max. I dislike random rolls for character generation.

2 - Medium, but usually just tell them when to advance and don't use x.p

3 - Pathfinder books only.


We've always always used 4d6, drop lowest for attributes.

After doing a quick comparison to the old XP charts we've realized even the fast progression is actually slower than the old 3.5 (by alot) so we run the fast progression.

When running the pathfinder modules we do any Pathfinder books with a dash of 3PP (Dreamscarred Press has always been quality material, I usually sit down with the "normal" GM and go over the material as I buy the majority of it and we look for ways to break it before allowing it). We've been recently looking to get our epic characters transfered to PFRPG, and we're using the Book of 9 Swords with that.

Silver Crusade

Seldriss wrote:

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]

4d6 drop the lowest, 3 sets, chosen set must be between a 20 and 40 point buy. If no valid sets are made reroll all sets again.

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

I run and play AP's so I go with what is recommended. If I was running homebrew I would be tempted to run slow or medium (or ignore XP altogether)

Quote:
3. What supplements do you usually allow?

Anything Pathfinder. No 3.5 stuff. All new rules are subject to me vetting them. Certain feats and spells do not make the cut for various reasons.


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.) 15 point buy.

As an aside I switched to point buy from 4d6 drop the lowest and honestly as the GM the game has become much much easier in terms of work, simply due to the fact that I can now actually use monsters from the bestiary without adding templates or tweaking them.

2.) I use slow for my current game and am enjoying it, however I have used Medium in the past and it has been acceptable. Fast leads to an escalation in power at a pace I do not enjoy.

3.) CRB, APG, UM, UC, and any Paizo released material get a quick look over and then a nod usually.

Any third party stuff gets some more thorough investigation. Please do not take this as an attack on third party material, as the pathfinder compatible third party material is in the most part excellent and the publishers of such very respectable, however I have bad memories from my 3.5 days so I check all third party products.


1. 15 point buy so far. I am considering moving to 20 point buy for my next campaign. But I dunno, the 15 point buy hasn't been a problem. I allow my players to choose to roll if they want, but only one current player rolled their character and ended up with the equivalent of a 16 point buy.

2. I don't do XP. XP is a horrible metagaming nightmare relic of D&D's ancient past. I level characters up by plot.

3. We currently allow CRB, Advanced Players Guide and Ultimate Magic. I'd probably allow more if players wanted to bring in more. I don't allow non-Paizo content. Not after the unholy nightmare that 3.5 became. That may be unfair to 3rd party creators, but I frankly don't care right now.


1. 15 buy, 10 RP for races from ARG.

2. I track xp for the entire party and everyone levels at once. (Makes most of my players happy.) But for the purpose of my calculations I use fast.

3. If Paizo publishes it, then its fair game in my campaign. However if I do not have the book in front of me (player or I owns it) then I want the page and book of what the player is pulling from and in a perfect world a print out of the page(s). I made a deal with my group during our last campaign, no 3rd party stuff but we can home-brew till our hearts content. I just have to see/approve it first. :D


I'm running a homebrew campaign at the minute we're using;

1) 4d6 drop 1 (although I did allow one character to bump his scores a bit after everybody else rolled incredably high)

2) Characters level up as and when I deem fit

3) CRB, APG, UM, UC are all fine anything else is subject to GM approval as I don't have the books and have to go and look it up online


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I prefer 25-point buy, but can get by easily enough with 20. I also prefer the fast XP track and all hardback books (as well as most paperbacks) printed by Paizo. Traits and hero points are ideal, but not necessary for a good game.

Dark Archive

1. 20 point buy

2. medium experience track but dm moves us sometimes

3. Anything paizo and some 3pp, however, all characters are looked at by the dm for his approval including the character sheet once you've filled it out and he can call shenanigans on you if you pulling one on him


1. Group number 1 uses 20 point buy, Group number 2 uses 4d6, cut the lowest one.

The next group or campaign will either be 10 point buy system, or even harsher, like rolling 3d6 for each stat (starting from top to bottom).

Wasn't the old way of picking a character done by rolling what you have in dexterity?

2. Both groups started at level 3 with 0 experience points, the rate was at medium. But Pathfinder is so slow compared to 3.5, that I rather have a fast rate system. (Some of the players won't be playing next year, I want to play in a high level tier )
We haven't played that many sessions, so haven't given out XP too often, they seem more interested in knowing when to level up.

3. I was afraid that I wouldn't be able to get my close friends to start playing "seriously", which means once a week with at least 3 players.
At this point I only owned core rulebook and bestiary 1, but I discovered how vast the open game license was.

So I basically said that they are allowed to use everything that is Pathfinder related, meaning all archtypes. The exception being changing race abilities. For some reason, I didn't want that, before I buy the book :)

For the 2nd group, I allowed 3.5 books and other 3rd party books, but only if they checked with me first.


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1. I've got three groups right now.
Local group uses 4d6 drop lowest.
Online group 1 usually uses 20 point buy (if homebrew) or 15 (if an AP), though the numbers do fluctuate.
Online group 2 averages 20 or 25 points.

2. Local group and online group 1 are usually Fast if doing a homebrew, recommended if an AP (which is usually Medium).
Online 2 varies heavily, with some games being fast, some slow, and others going at the speed of plot.

3. Local group tends to allow whatever's published in a hardback (Core, UM, UC, APG, ARG, ISWG), though it's relatively uncommon for many of the players to go far past Core unless they want to play one of the new classes. They have yet to embrace the greatness that is archetypes.
Online group 1 allows pretty much everything Paizo's put out, assuming it's on the PFSRD, with 3rd party stuff allowed in on a case-by-case basis (unless it's something Super Genius Games did, then it's almost always allowed immediately).
Online group 2 is all Paizo, with a list of pre-approved 3rd party and the ability to request other 3rd party stuff.


1. Usually 17 or 19 points.

2. Medium, but technically, when I give out exp at the end of the night, it's just a percentage of the average difference in level, so it doesn't really matter what track i use. For example, the amount it takes to get to 6th from 5th is 8000, so if it was a slow night, i might give them 1000, whereas if they accomplished a lot, it would be closer to 2500, but those numbers are all based on what is needed to level, so it wouldn't matter what track we use.

3. I allow all the official hardback books, except the upcoming prestige book, as the current campaign i'm running will be the last one that allows prestige classes. For the other books, players have to run things by me that they want beforehand.


Currently running RotRLAE, 15 point buy, fast XP track, Core, APG, ISWG

Our other games are 4d6 drop lowest, reroll ones, various XP tracks, all books that *I* own which is all hardcover minus ARG.


1. We typically don't use point buy. I have a group that usually hovers around 6 players, so I have them each roll 4d6 and drop the lowest result once, and then use the communal array they've generated. On the occasions that we do decide to point buy I usually use 15 points.

2. We've eschewed experience and now just level up whenever it works best for the adventure. If I were place how many encounters between levels generally add up to a level I'd estimate close to the medium advancement track.

3. The APG is always available. The greater majority of things from other sources are available as well, but need to be run by the GM first (not as familiar with the player's option books past APG).


No XP. The party levels at the speed of plot.

Main source is PRD and d20pfsrd, but anything beyond core rulebook requires consultation with me. I may allow 3.5 options after consultation and time to think about it.

In addition, here are current house rules.


20 point buy
Most paizo things allowed but with approval. No summoner I don't like how much of a headache they get from being too complicated. 2 traits. I run fast if it is a play by post as they move slowly.


Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook Subscriber; Starfinder Superscriber

Paizo Pathfinder material only

XP: Fast Track

Alignment: No Evil

Ability Score Generation: Heroic Role

Race: All Core, assismar, catfolk, dhampirs, ifrits, kobolds, ordeads, ratfolks, sylphs, tengus, undine, changelings, kitsunes, samsarans, and sulis. Alternate racial traits allowed.

Classes: All, archetypes allowed.

Equipment: Max Gold, if you can afford it, you can buy it.

Firearms: Emerging Guns

Additional Rules
-Traits: Pick 2 you qualify for that fit your character's background, all traits subject to GM approval. Feats that effect Traits banned.

-Hero Points: Feats are in play but not spells or magic items or the anti-hero option.

-Called Shots: Rules and feats for called shots will be in effect.

-Crit and Fumble Decks: Only PCs and notable NPCs use the Crit Deck. All use the Fumbel Deck. Crits during Called Shots do not use the Crit Deck.

-The New maneuvers in the APG are useable.


1. What amount of character points do you allow at creation for abilities? [10, 15, 20, 25]
I'm a fairly recent Pathfinder convert. One of my players and I played in a Pathfinder Society scenario and thought the 20-point buy worked well. So, that's what we're using. I'd like to try 15 or even 10 points, but I don't know that I'd be able to talk our group into going that low. I think that would have a grittier feel that I might like even more. But, 20-points is plenty, for me.

2. What rate of experience do you use? [Slow, Medium, Fast]
Slow. I like to savour the story over levelling up. In our world, high level characters are really rare.

3. What supplements do you usually allow?
We stick to primarily the CRB and some stuff from Paizo's PRD. No third-party stuff other than some conversions of some WotC or Malhavoc Press items that we like (mostly base classes and/or feats). If it's been rewritten for the PFRPG by Paizo (and we know about it), we use the PFRPG rules.


Seldriss wrote:


1. What amount of character points do you allow at creation for abilities?
-I think we do 25. We like our fantasy characters fantastic.
2. What rate of experience do you use?
-We level when the DM tells us to. He tracks XP I think, but advancement is tied to story.
3. What supplements do you usually allow?
-We've never talked about it, but it seems to be everything published by Paizo.


Alright, so far I see some consistency, like for the point buy (20 seems pretty common to many groups) and the XP (medium rate or even no XP).

Keep it coming, it is very interesting...


Standard Games
1)20 point buy
2)Medium XP progression
3)All Pathfinder Classes from the Core Rulebook, APG, UM, and UC.
All races in the ARG (except for the Svirfneblin).

No Summoners as well.

3pp materials

RACES
Adamant Entertainmet: Saurian
Alluria Publishing: Anumus, Boggle, Entobian, Mogogol
John Brazer Enterprises: High Goblins
Paizo Fans United: Svartalfar
Super Genius Games: Asterion and Piper
Dreamscarred Press: Blue, Dromite, Druergar, Elan, Half-Giant, Maenad, Ophiduan, and Xeph

CLASSES
Dramscarred Press: Psion, Psychic Warrior, Soulknife, Vitalist, and Wilder
Adamant Entertainment's: Warlord
Super Genius Games: Death Mage, Time Thief, Time Warden, and Death Knight
Radiance House: The Occultist
TPK Games: Malefactor
Rite Publishing: Luckbringer
LPJ Design: Machinesmith

The 3pp materials are ones I have either play tested myself or have heard nothing but good things about, so they are allowed. Everything else 3pp is admitted pending a review by myself, and an investigation of other reviews across the interwebs.

I also find that having over 50 races and over 30 classes provides more than enough options for all of my players. :)

Alternate options for my high power games
1)25 Point buy
2)Fast Progression
3)Core Only with the caveat that I run with gesalt and wounds and vitality rules

Edit: Players get two traits in every type of game, and I assume emerging firearms in my standard games and allow player to decide the level of firearms in my high powered games.


IRL I play/DM five different PF campaigns, so:

1) On two of them (same group, I DM in one and play another) we use a really generous point-buy (you start at 10 and spend 25 points in a 1-1 basis). That's a holdover from previous campaigns, I really do not recommend it. On the other three it's 25 point-buy. Both groups still find the point-buy method cruel (we used to play 4d6 drop lowest and get silly results). I will point that some classes suffer more than others (monk, specially) on a point-buy, specially if it's low (15 or 10).

2) On three of the campaigns (two of which I DM), I actually use a slightly modified version of the Sean K Reynolds step advancement method. Simply put, you need 4 steps to advance a full level, and each step offers one of the benefits of leveling (you either get spells and special abilities or HD and BAB or skills or saving throws). The DM gives the steps when he feels the PCs earned it (I generally give one whenever they reach an important goal, at most once per session). That allows me to get rid of small random encounters and around 60 to 80% of the rooms in a dungeon (my group hates long dungeons and irrelevant combats). The other 2 campaigns use the medium advancement.

3) All by Paizo, barring really silly stuff. Thankfully my players are self-policing in that they'll relentlessly mock blatant displays of munchkinsm (the wizard player still suffers to this day because he read some silly forum threads and wanted to buy a +5 mithral shield).


We use the medium track and most of the stuff on the wiki. 3.5 material is allowed on a case by case basis.

Our house rules are here: http://thebiggame.wikidot.com/pathfinder-house-rules


1.) My players are supposed to be heroes with legendary ability. I give them 18, 18, 16, 14, 12, 10 to allocate as they see fit. I am not intimidated by players with sweet ability scores as a munchkin GM might be. Plus I love seeing the excitement on their faces.

2.) XP is always medium progression in my games. This has more to do with our play style than anything else. The standard has always worked fine for us. Other GM's may have good reason to modify this but having fun is the ultimate point of an RPG so I believe that this answer will always be relative.

3.) Anything published by paizo is allowed in our games, (though newer books are usually restricted until I am able to read through them and figure out how the new stuff works). Third party stuff is always suspect for reasons of game balance, though some of it isn't bad at all (e.g. the Psionics Unleashed suppliment).


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

I used to do 20pt builds, but my gamers are super experienced so I have tried to balance that and the fact we are a 5 PC party by reducing to 15.
2. What rate of experience do you use? [Slow, Medium, Fast] Medium or I level them up on a time line.
3. What supplements do you usually allow? This is always a negotiation. Core only with everything else being at my discretion. No 3rd party stuff ever.

In general my players are very experienced all having played for a decade or more except one, but her husband has been playing a long time so has a permanent aid another action lol. I try to make it very challenging for them.

Playing through an AP with a 25pt build and access to entire armsroom paizo has to offer is fun and that's all that matters. But my players are masters of the mechanics of the game, which play way more into d20 than they ever did in 1ed, so I challenge them, get them out of there comfort zone so to speak


I GM a rather 'old-schooly' sandbox/megadungeon campaign (7-8 players total, usually 3-5 participating in each session, often with 1-2 henchmen).

1) 4d6 drop lowest, assign by choice

2) Medium experience track.
But I give only HALF XP for monsters killed/overcome, but add XP for gold (1gp worth of non-magical loot = 1 XP) and XP for exploring and mapping dungeons (100 XP per mapped room).
They start at level 1, we don't follow WBL charts (and not generally/always treasure by CR either) and encounters are not always 'balanced' - meaning that CR (and treasure) depends on how deep in the dungeon they dare delve not on the average PC level.

3) Currently Core Rulebook only + GMG and bestiaries.
We might change this to add APG later (we have played only 13 sessions of this campaign and its our first Pathfinder experience and we want to grasp the core rules & content well before adding additional rules + content)


Pathfinder Maps Subscriber

My group has just switched away from a campaign where there was no divine magic (no clerics, bards can't take cure spells) and little arcane magic (restricted creation feats). As compensation, we were given extraordinary points (30!). It was interesting, there were few dump stats and nobody was complaining about not being able to build what they wanted.

Otherwise, I mostly agree with raving dork above.

Our current campaign allows the paizo hardbacks, but races are restricted to core. Stuff from the various adventure paths needs approval and/or reflavoring.

We've always used medium xp progression, but the DM will occasionally tell us to level up to whatever he thinks is required for the next thing we're gonna do.

Dark Archive

1) Usually 15 or 20. I had been using 25 or higher, but found it made MAD classes too easy to be good at everything.

2) Fast progression. I never know how long a game is going to last, so I like to let my players level up as quick as possible.

3) Anything Pathfinder, no 3.5. As long as it suits the feel/setting of the game, of course. I wouldn't let someone play a ninja in the Dragonlance setting, or a pirate in a dungeon crawl.

Oh, and I have a page of house rules tweaking stuff here and there.


No kids. Not as players and most likely not as characters. Our games are not typically child friendly and I like it that way.

Now I don't have problems with children players, it's just not my style. Further, I encourage parents to play Pathfinder with their kids. However, I am not a parent. ;-)


In my groups the stat builds vary on the power level of the game. 15 and 20 point builds are common, however I do occasionally go back to the ole 4d6 drop the lowest, for some of my veteran players.

As far as XP goes my general method is to use Fast XP until the group hits 5th, then switch over to medium until 13th, and then go slow the rest of the way. This way it speeds up the squishy levels, and puts on the brakes at higher levels where the game seems to get overly complex, and out of hand.


1. Usually roll your stats (4D6 drop the lowest).
2. Medium xp rate.
3. Anything pathfinder, most 3.0/3.5. Most often when starting a game, core races nothing fancy. Later in the game I allow for other races and fancied up ideas. Basically, after you run into a particular humaniod race you have the ablity to play it.


1) 15-point buy, start at Level 1.
--No dropping any stat below an 8
--A PC can only have one stat that's lower than 10.
--18 is the highest stat allowed at 1st level.

2) Medium XP progression.

3) Rules set: I run a "Core Rules Plus" table: Core Rules, plus some rules from other sources, mostly the APG
--Core Races only.
--Core Base Classes only, plus the Cavalier, Inquisitor, Oracle, and Witch base classes from the APG. No alchemists or summoners allowed as PCs. (Summoners don't exist in my game world at all.)
--I do allow some archetypes, but not all of them are appropriate for my game world.
--Equipment and feats from APG are allowed.
--I'm also using the additional Combat Maneuvers from the APG
--Only Core Rules spells are freely available. Spells from other Paizo sources exist in the world, but they are rare, and have to be found/researched before a PC can use them. (i.e. a cleric can't just cast any spell from any source-- the specific spell from a non-Core source has to be found somehow.)
--I have a campaign web site with a list of additional allowed equipment, feats, and spells. Most are from other Paizo sources (e.g. Inner Sea World Guide) or are my conversions of some WOTC 3.5 rules that are appropriate for the setting.
--NOT using Hero Points or traits-- although in hindsight, I will be using Traits in my next campaign.

4) No evil PCs. The plot assumes the PCs are the heroes of the story.


1) Varies but usually 4d6 drop the lowest. I've soured on point buy. Characters stats end up feeling very samey.

2) Depends on the campaign. If i am using an ap, i follow the recommended progression without xp. If i am running homebrew usually fast unless there is something that prohibits that.

3) Core rules + super genius games material, all else is on a case by case basis (yes that includes other pfrpg hardback books, and other paizo material).


It's nice to see so many different play styles.

Odd to see so many people use CRB only to make the game more balanced, where as IMHO that's where the most broken stuff is.

Also, apparently very few people use Hero Points and/or Called Shots, and not as many as I thought use traits.

John Templeton and Ravingdork seem to be the ones I'd have most fun gaming with.

Oh, and a quick correction, I don't use Medium XP Progression then switch to Slow... I use Fast XP Progression, then switch to Medium when characters hit 6th~7th level. -.-'


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

1) 20 point buy. This number seems to give a good balance between power and discouraging players from dumping stats. I dislike rolling stats because someone will always become upset that his stats are lower than someone else's.

2) Two starting traits.

3) Hero points. I find that my players can't survive my GMing style without hero points.

4) Medium XP progression.

5) All official Pathfinder rule books allowed, but I discourage my players from running anything 'weird' unless they really have their hearts set on it.

6) No Neutral Evil or Chaotic Evil PCs. Lawful Evil PCs must have inclinations which would lead to them wanting to follow the plot.


Lemmy wrote:

It's nice to see so many different play styles.

Odd to see so many people use CRB only to make the game more balanced, where as IMHO that's where the most broken stuff is.

Also, apparently very few people use Hero Points and/or Called Shots, and not as many as I thought use traits.

John Templeton and Ravingdork seem to be the ones I'd have most fun gaming with.

Oh, and a quick correction, I don't use Medium XP Progression then switch to Slow... I use Fast XP Progression, then switch to Medium when characters hit 6th~7th level. -.-'

I dont really use the core rulebook as a base assumption for balance purposes. I handle that myself, which is why things require approval. Its less about rejecting ideas, but knowing what my players are putting in front of me. In the end I can deal with anything they come up with. But if it requires approval i can get an idea of what it is and what it will do ahead of time.


Kolokotroni wrote:
I dont really use the core rulebook as a base assumption for balance purposes. I handle that myself, which is why things require approval. Its less about rejecting ideas, but knowing what my players are putting in front of me. In the end I can deal with anything they come up with. But if it requires approval i can get an idea of what it is and what it will do ahead of time.

I wasn't specifically refering to your post, man, it just happened to be the last one before I checked this thread to post again.

My comment was about seeing many "CRB (and maybe APG) only" posts here, and relating it to a number of times I've seen people suggesting that's a good way to balance the game.


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Lemmy wrote:
Kolokotroni wrote:
I dont really use the core rulebook as a base assumption for balance purposes. I handle that myself, which is why things require approval. Its less about rejecting ideas, but knowing what my players are putting in front of me. In the end I can deal with anything they come up with. But if it requires approval i can get an idea of what it is and what it will do ahead of time.

I wasn't specifically refering to your post, man, it just happened to be the last one before I checked this thread to post again.

My comment was about seeing many "CRB (and maybe APG) only" posts here, and relating it to a number of times I've seen people suggesting that's a good way to balance the game.

I know it wasnt likely a response just to mine, was just commenting on why I personally do what I do since I might have been included in that group.

I think most people restrict things to core, less for 'balance' reasons and more about complexity.

Most dms like to know the rules in use. Its not feasible to be aware and understand every printed rule (though Im sure some come close). So, when you expand the ruleset you have two choices as dm.
1. Put more effort in before the game, approving, analyzing and figuring out how your player's chosen options work.
2. Be surprised by what your players can do. (hint #2 isnt a good thing).

Some people just dont want to put in the extra time, and that is fairly reasonable.


1) I usually go 20 point buy, but ban buy-downs. The min-maxing of getting 4 extra points from a 7 stat unbalances the game and makes the PCs too powerful.

2) I use Medium XP. Sometimes I have level break-points based on quests and where we are in the game: when I run APs, I don't track XP at all just use the suggested levels. This is partly because APs were written for 4 players and I always have 6. Making sure I rebalance encounters and add enough extra treasure is tricky enough.

3) All Paizo-produced products are assumed to be allowed unless I specifically state otherwise. A few things that have received the banhammer in our home games: Clustered Shots feat, summoners, base tieflings (darkness annoys the other players too much, so players have to swap it out for something else)


Kolokotroni wrote:

I know it wasnt likely a response just to mine, was just commenting on why I personally do what I do since I might have been included in that group.

I think most people restrict things to core, less for 'balance' reasons and more about complexity.

Most dms like to know the rules in use. Its not feasible to be aware and understand every printed rule (though Im sure some come close). So, when you expand the ruleset you have two choices as dm.
1. Put more effort in before the game, approving, analyzing and figuring out how your player's chosen options work.
2. Be surprised by what your players can do. (hint #2 isnt a good thing).

Some people just dont want to put in the extra time, and that is fairly reasonable.

I understand your point, and I agree with them. Like I said, I was mostly relating it to a number of times people specifically claimed that "CRB only" was a good way to improve balance, which I disagree with.

I suppose I did generalize a bit too much, though. I guess I'm kinda biased as I generally loathe to limit options, especially for martial classes... -.-'

Thanks for the reply, though. I'll stop derailing the thread now.


Haladir wrote:

1) 15-point buy, start at Level 1.

--No dropping any stat below an 8
--A PC can only have one stat that's lower than 10.
--18 is the highest stat allowed at 1st level.

2) Medium XP progression.

3) Rules set: I run a "Core Rules Plus" table: Core Rules, plus some rules from other sources, mostly the APG
--Core Races only.
--Core Base Classes only, plus the Cavalier, Inquisitor, Oracle, and Witch base classes from the APG. No alchemists or summoners allowed as PCs. (Summoners don't exist in my game world at all.)
--I do allow some archetypes, but not all of them are appropriate for my game world.
--Equipment and feats from APG are allowed.
--I'm also using the additional Combat Maneuvers from the APG
--Only Core Rules spells are freely available. Spells from other Paizo sources exist in the world, but they are rare, and have to be found/researched before a PC can use them. (i.e. a cleric can't just cast any spell from any source-- the specific spell from a non-Core source has to be found somehow.)
--I have a campaign web site with a list of additional allowed equipment, feats, and spells. Most are from other Paizo sources (e.g. Inner Sea World Guide) or are my conversions of some WOTC 3.5 rules that are appropriate for the setting.
--NOT using Hero Points or traits-- although in hindsight, I will be using Traits in my next campaign.

4) No evil PCs. The plot assumes the PCs are the heroes of the story.

Almost word for word my campaign handout lol!!


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.

15 point buy

Humans, Dwarves, Gnomes, Halflings, and Changelings are allowed races.

No summoners, magi, gunslingers, or and oriental style class.

CRB, APG, and the Ultimate books are allowed. Content in any other book must be given the ok by me, and if you want to use it and I don't own the book, you must make it available to me during game sessions.


1) 4d6, drop the lowest. I like this because it lends some variety to builds that might otherwise not have it in point buy. My players haven't complained about bad stats yet; if any of them get a set that's much worse than everyone else's, they get to do it again.

2) I use SKR's alternative level advancement, detailed in the "What houserules do the Pathfinder developers use?" thread. It does away with experience points, and the players are awarded partial levels after every session, as well whenever they do something that really impresses me. This means they level up every 3-4 sessions. It's also more gradual than the big, unrealistic jumps in power of gaining an entire level at once.

3) All official Paizo stuff is allowed, with a few exceptions that could come up if I think a player is being abusive of a technique. I don't think I'd ever need to do this with my players, though. No classes or races are disallowed, except svirfneblin and drow noble.
As for third party, I generally say yes to feats and no to classes. Archetypes are a maybe. The exception is Dreamscarred press, everything is allowed with the exception of one marksman archetype, the shroud.

Lantern Lodge

For the games I run with friends and friends have run with me I use the following:

1) 28 dice method were you have 28 die and you place as many die on a single stat as you want, min of 3, and take the best 3 die on the roll.

2) We use for the most part the fast leveling track but that is because our games go beyound level 20.

3) We use all the 3.5 and 3.0 books since pathfinder is not its own game otherwise they would get sued hard if it was for tons of copy right infringements.

Btw the rules that are set up in the games that my freidns and I play together is that you are limited to a max of 3 classes and prestige classes unless you are human in which case its 4 classes and prestige classes. When concerning HP 1st level is max and levels 2-10 are average hd, levels 11-20 are normal rolls and levels beyound 20 are based off bab. Example of hp based off bab is crud bab progresion (10 at 20th level) is 1hp a level, medium bab is 2hp and great bab is 3hp. Also to stop excessive min/maxing in our games we go by a class chart of Martial, Divine, Arcane and Rogue. Doing this makes it were you cant have say a druid cleric because both are divine but you can have a cleric palladin since though both count as divine the paladin also counts as martial. So you have used you divine slot and your martial slot and cant pick up any other classes from either unless they are part of any of the 2 other rankings allowed. Also in concerns of prestige classes the only ones allowed are those with at least 10 levels of progression. Oh and if using Psionics in your game like we do they count as any of the rankings since they do not really belong to a single one and in 1e when Psionics came about they were not given there own rank by WaTC like the rest were. Also bard counts as rogue thanks to grandpa clause.

Hope the above helps you in any way with your game especially if you do decide to go beyond level 20 character which is completely allowed.


1) 20 point buy
2) We use medium xp or gm controlled
3) All core races Arg races can be ok but only with permission
4) We use most pathfinder official material

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