Tracking Powers as a GM


Pathfinder First Edition General Discussion


Pathfinder is a great game. It has a lot of options for the characters (both pc and npc). That is one of its great strengths...the endless diversity. That is also one of its biggest flaws. It has so many options that play can bog down to a crawl due to the massive crunch factor.

Its funny, I usually think of myself as a GM (or player) that loves crunch, however I find myself questioning that belief when I witness a game slow into a 10 minute discussion and search of the rule books because the player can't remember exactly what their domain power entails....since they haven't used it in several weeks because they have so many spells to choose from at level 8....along with magic items.

So my question is this. How do the groups out there handle all the crunch of Pathfinder while keeping the game as close to R.A.W. but not getting bogged down in the crunchy quicksand?


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Tell everyone to write down the basics of what the spells and abilities they have. If what they wrote doesn't cover it, then they're expected to look it up before it gets to their turn. If they still don't know on their turn, say you're holding your action if you are going to be more than a minute in researching.


I always write down the basic effects of whatever spells and special abilities I have, with a short synopsis.

Like the Healing Domain power I have "8/day 1d4+1 healing" or something like that.


I just had flashbacks of this one guy I used to play with who was a Bard. At least once a session he'd be like "I'm going to use Lullaby to try and put this attacking enemy to sleep," and every time we'd have to politely tell him to read the damn spell >_>... I don't think of myself as an elitist, and I try to help new people, but this guy had been playing for months and still never really grasped many of the basics.

Slightly off topic, but this just reminded me of it.


Like Chaoseffect, I encourage my players to write down the details of their abilities. For newer players (or ones who have problems keeping track) I frequently make printouts for them.

"Be Prepared" should be the Pathfinder motto as well as the Boy Scout motto.

Grand Lodge RPG Superstar 2012 Top 32

DGRM44 wrote:
How do the groups out there handle all the crunch of Pathfinder while keeping the game as close to R.A.W. but not getting bogged down in the crunchy quicksand?

By reading my spells/abilities and digesting them and the surrounding mechanics? Honestly, it's never really been an issue for me. Whatever I bring to the table, I understand thoroughly. If I need the exact wording of something I haven't memorized yet, I look it up beforehand so no time is lost.


Most of our group games with either a laptop or tablet at the table. In general, there's more than enough time to open a tab to the prd and have spell effects and other various effects at the ready.

I myself game with a laptop with a page already open to the class I'm playing, a tab describing the special abilities I have from things like domains ect.

Generally, I have an idea of what I'm going to do before it's my turn and can look up any unresolved questions before it gets to me.

I've been trying to ween myself off of the laptop and start the switch to paper because it's less clunky on the table, but I will still need something as quick reference.
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In response to the OP's question. I would suggest note cards that reflect their characters abilities. Make them customize-able so they can add the effects of buffs/debuffs. Use several note cards each with their own category reflecting what a char can do.

Example: 1 card can be the chars main data such as; attack bonus with this weapon or that weapon, feats that apply to attacking, your AC, saves, and hit-points. Another card can reflect his special abilities such as domain powers. Have a card for attack spells, another for heal spells, another for buff, etc...

If you put a page number on the card so they can quick reference back to the source, they can look it up quickly.

Using these cards can help narrow the focus of the player having issues into specific actions that they can quick reference, hopefully avoiding the long downtime examining source material.

Most of all... Be patient, not everyone is going to be on the same level, and for some, the crunch can be difficult thing.


I highly recommend some sort of notecard system, especially for new players or complicated spells. I tried doing things on my tablet, but I found notecards faster. Although, the speed with which my tablet loaded pdf's was quite slow. My pathfinder pdf's were particularly bad, as long as 20 seconds for something I hadn't looked at in a while. A newer tablet could probably handle it much faster.

I recommend Perram's Spellbook. It lets you quickly select a spell list, choose the spells you want, and print them in a convenient card size. I use my old Magic card sleeves to give them some stiffness. It also lets you print custom cards for 3rd party spells also. I've also used Perram's to print class abilities and oth things specific to my class. The quick access to abilities saves a lot of time over looking through books.

On a final note, my groups have genially given a shot amount of time to decide a turn, mayby 20-30 seconds to begin taking action and rolling dice. Anything longer than that, and we ask the player to delay and let another player go.

Silver Crusade

Constant frustration for me, as recent as last game session, but I try to be patient. My biggest fail is allowing unfettered access to the PRD and books we don't own.

If a player doesn't know what their power does, they don't get to use it that turn as players should not be selecting feats or investing in items that they don't know how to use. As above, they should bring notecards (the card sleeves work very well if folks invest the time) or at the least jot notes.

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