LazarX |
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.
Best way to do that is to have a long sit down with your players.
Evil Lincoln |
1 person marked this as a favorite. |
1. What amount of character points do you allow at creation for abilities? [10, 15, 20, 25]
20 point buy. Less makes certain character classes harder to play than I feel they ought to be.
2. What rate of experience do you use? [Slow, Medium, Fast]
Level by GM Fiat. Since I run adventure paths, the "expected" level points are presented there, and that's what I use. If I would have to adjust the challenges to hit those ideal level points, I'm really just doing a ton of math so that I won't have to do a ton of math.
So I just give my players a big, abstract goal to work toward so they can level. Stuff like "when you find the murderer and deal with him" or "when you reach the gates of the enemy stronghold, you will gain a level."
It's worked very well for us.
3. What supplements do you usually allow?
My game is wide open, but I have veto power over any specific thing. I almost never have to intervene, though. My players are mature enough to understand they can't "beat the GM" and that overreaching just leads to GM burning. No game is no fun.
Wildonion |
1) 20 Point-Buy
2) Fast, but I wouldn't mind a swap over to medium. We also usually start at level 3, as we find it gives us some heroes who are already fairly tough and are starting to really come into their powers.
3) We generally stick to the Core Rules, along with the APG, UM, UC, and ARG. Everything else is allowed as long as the GM has a chance to look at it and give his approval.
Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
Matrixryu |
I'm surprised at the number of people who don't use XP. Well, I can see it simplifying things if you all of your players make it to every game.
One of the games that I run has some inconsistent players. I like using XP as a way of rewarding people who consistently make it, though I don't let anyone fall more than 2 levels behind the highest level person in the party.
Evil Lincoln |
I'm surprised at the number of people who don't use XP. Well, I can see it simplifying things if you all of your players make it to every game.
One of the games that I run has some inconsistent players. I like using XP as a way of rewarding people who consistently make it, though I don't let anyone fall more than 2 levels behind the highest level person in the party.
For me, it's really about adventure paths.
If I were running a series of unrelated modules or a homebrew, I would probably go back to XP in order to make sure the players were progressing at a logical rate, unless I had a very clear picture of when they should level.
But since the AP essentially includes the points at which the should level, why would I allow XP to let them deviate? If they go too fast, I have to then up the challenges. If they go to slow, I have a TPK on my hands. If I level them by fiat, then it's always on the mark.
I don't really like the idea of bribing my players with advancement just to show up!
Matrixryu |
I don't really like the idea of bribing my players with advancement just to show up!
It isn't that I'm bribing them... it is that some of them are new to tabletop rpgs and I'm using addiction techniques learned from MMOs fuel their interest! *evil laugh*
Seriously though, it is mostly I that feel that those who manage to make it to every game should have something to show for it ;)
Ravingdork |
Matrixryu wrote:I'm surprised at the number of people who don't use XP. Well, I can see it simplifying things if you all of your players make it to every game.
One of the games that I run has some inconsistent players. I like using XP as a way of rewarding people who consistently make it, though I don't let anyone fall more than 2 levels behind the highest level person in the party.
For me, it's really about adventure paths.
If I were running a series of unrelated modules or a homebrew, I would probably go back to XP in order to make sure the players were progressing at a logical rate, unless I had a very clear picture of when they should level.
But since the AP essentially includes the points at which the should level, why would I allow XP to let them deviate? If they go too fast, I have to then up the challenges. If they go to slow, I have a TPK on my hands. If I level them by fiat, then it's always on the mark.
I don't really like the idea of bribing my players with advancement just to show up!
That's a great idea, unless you're running Kingmaker.
Fenzl |
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.
1) I very much dislike point buy systems, so I use the 4d6 drop lowest. I then also roll a set in secret for each player. The player then has the option of using what they rolled or what I rolled, but the decision is final, even if my scores are worse than theirs.
2) I use the medium or fast depending on the goals of the campaign. Also, I tend to give much better experience rewards for good roleplaying and good story than I do for killing bad guys. Roleplaying should be more about roleplaying and less about how much damage one can do, in my opinion.
3) Lately I've used the stipulation of "If it's available on PFSRD, you can use it," however I still ask the players come to me with their ideas so I can approve or disapprove it (or help them with the concept if it's an unusual one).