Game Masters and so many options


Pathfinder First Edition General Discussion


Are there any GM's that run Pathfinder RAW(Rules as Written)?
How do you manage the magnitude of options? Even if you stick to the core rule book and Bestiary 1 there are still a LOT of rules and PC-NPC options. Class powers, skills, feats, spells, etc. How do you keep track of all these while not stalling your game?

If you have 4 players at level 15 and they are facing several monsters of appropriate CR level in an encounter the options per turn can be staggering. Things slow down as everyone pours over their character sheets and tries to decide what they want to do next. And I can't blame them, who can memorize all of that information? At the same time they want to pick the right choice so you have to give them time to sort through their options and decide. And don't forget about the poor GM who has to figure out the appropriate Monster attacks and powers during the encounter.

And if you start bringing in the splat books to your games it grows exponentially. I most certainly appreciate the designers hard work and options are great to have, but if you really want to use them how do you manage them realistically in your games while keeping things moving.

I am facing a catch 22. All of us love the options, but all of us hate the slowdown in the game that they invariably bring.

Thoughts? Ideas? Tips? Experiences?


I'm going to hazard a guess here that anyone who GMs for Pathfinder Society would be a good person to ask.

Personally, the way I go about any system is to start off simple, eliminate the majority of the rules that don't get used to often, pare the combat system down to the minimum (basic rolls, no special maneuvers) to make sure people can learn it without constant rulebook referencing getting in the way and slowing things down. Do that for the first session and then gradually introduce the rest of the core rules and other options. Speak to players individually before each game and say "okay, today we're going to be introducing rules for these extra abilities on your character" and then at the start of the session a general "today we're adding in the rule for X" for things that apply to everyone.

Trying to leap in feet first is certainly an option, if you know your group can tolerate the slowdown while everyone constantly references the rulebook. I just prefer the phased-in approach where all those extra rules are studied outside of the main game session a few at a time.

The Exchange

DGRM44, did you start a campaign at mid- or high-level? I find that players are a lot more up-to-speed on their character abilities if they started from the beginning (or close to it) and thus have had their abilities, items, and options slowly accumulate: brand-new characters of higher levels are full of strange parts and tend to be run slower for quite a while (the reduction of speed depends on the total complexity of the class).

On the GM's end, sadly, there's no real cure except tons of practice. PF is not a very high-speed game (though I've seen worse). Let me ponder & think of any time-saving notions that can help pick up the pace...


We started at 1st level, but we only play bi-weekly and everyone has a lot going on in real life. We love the setting and enjoying getting together for our game however this is a reoccurring issue. The players do have some of their favorite go-to options. But in the end we all struggle with the mountain of options available to both players and the GM while playing pathfinder.


Basic reference tips help everyone. Write down page numbers of spells or maneuvers you use often. GMs should prepare ahead of time.

As you use the rules more, more and more will be committed to memory, whether you like it or not.


As a GM with a job and a family I only have so much time to prepare. Do all the experienced GM's have the rules memorized? If so, I tip my hat to you and say teach me your secrets!

Grand Lodge

Pathfinder Lost Omens, Rulebook Subscriber

We were playing a 4th edition game recently, and our paladin kept forgetting he could use a challenge ability once per round. In response, our DM tore off some notebook paper and wrote the word: CHALLENGE in big bolded pencil lines and gave it to him to have in front of him whenever he looked down at his character sheet. Not only did this help him remember until eventually he didn't need it anymore, but it culminated in one of the best spider-deaths ever.

Spider crawls across the table, he takes the little bit of paper, places it over the spider, yells Challenge! at the top of his lungs and smashed the thing to bits. We were in tears for a full five minutes from laughing.

My point is, if you have a certain effect or whatever that you need to remember, write it i big bold letters. Say, for instance, that the dwarf constantly forgets his Hatred racial trait. Put a little pieces of paper over his character sheet that says "goblins suck." Eventually, he'll get it. Bring flashcards. Gods but i found those helpful. If you're a wizard or cleric make flashcards of your spells and turn them over or put them underneath your character sheet once you've cast them. High-light them for spell level and relevance and occasionally flip through them when there's a moment to spare, like waiting for someone else's turn to resolve when you can't help him anyway. Combat moves pretty fast after a while.


In my younger years, before my girl and my job, I spent a great deal of time both playing and reading 3.5 material. 8 or so years of play will help you know the rules.

As for GM preparing, I also don't have the kind of time I would like. It's about using what time you do have wisely. Know what happens in the module, know the major encounters, and know where to reference weird abilities.


Do you make your own statblocks? I've found a few things that help in that respect. First, I pre-compute values for things like power attack. The stat block will have a line for normal attacks and for power attacks. I'll also include details that the official statblocks leave as a book reference. For example, rather than just write "undead traits" under immunities I'll include the full list. For encounters I build with pre-planned tactics, I'll include a small strategy section laying out the planned tactics.

I've found all this makes DMing combats go quicker since I tave to reference the rulebooks less. One thing you can do, is when you make a statblock for a monster with an ability you aren't familiar with, include the explanation of the ability. If you do all this via computer, you can just copypaste from one of the online SRDs, so it doesn't take much extra prep time.


It shouldnt be an issue as long as there ia good communication with the players. The thing is most people only use a limited number of rules at any given time, so as long as a player doesnt level up, take X prestige class and then show up at the next game without communicating to the DM it should be fine.

Liberty's Edge

Here's the thing: over the course of a campaign, you and your players should both have some basic idea of what your characters can do. if you're a zen archer, you're flurrying with a bow every round. Even as a spellcaster, you probably have some favorite spells, or if a spontaneous caster, your options are barely changing from level to level! The GM, in turn, only really has to memorize some basic tactics for the monsters, with significantly more investment into big bads, especially if they are studying and planning to fight the PCs. Otherwise, it's totally reasonable to have enemies do whatever usually works for them in character (cast X round 1, Y round 2, full attack as often as possible, etc.) unless there's an obvious reason that won't work and they can move on to secondary tactics or fleeing. Pathfinder has really simplified combat maneuvers, so I'm not sure where the excess of options that require so many rules is really coming from. Is it just spells that get you?


DGRM44 wrote:
Do all the experienced GM's have the rules memorized?

I'm not really sure how you could run any RPG without having the rules clearly in your mind (saying memorized feels like a loaded statement, since you're not really memorizing it so much as just remembering it--very different implications, I think).

The rare times another player GMs, I find I'm reminding them of the rules so often (because they ask, not because I'm some overbearing rules-jerk) that I sometimes just don't understand what they think they're job is.

It all stems back to knowing the rules, because controlling pace and game flow is so absolutely critical to running a good game, and if you have to stop and pull out a rulebook, you're destroying the pace and flow yourself.


(1) Mistakes don't matter all that much. If the GM forgets that the NPC wizard can use quickened spells, the PCs have a slightly easier time, but they won't notice and it doesn't ruin the game.
(2) If someone is slowing the game down by thinking about what they're going to do, then everyone else can use that time to work out their own next actions. If it goes on too long, you can force them to Delay.
(3) Preparation is expected. GMs who don't have time to look up monster abilities before play should consider playing D&D 4E instead.


We have gotten better as time goes on, I guess it just takes a while to get intimate with all the rules. And then throw in a 3 month break and you end up doing more page flipping as you are trying to find things again. Some of the lower level combat encounters have been very smooth and the occasional hand waving is ok, but overall we are trying to play as closely to the rules as possible so that everyone feels like we are in a fair game.

Silver Crusade

I kept the PRD handy in a browser for those times when rules really get away from me. There are big gaps between when I GM so PRD is a life saver.

The RAW issue I tend to focus on making sure that I use all the rules in front of us. If someone forgets to use a modifier or some other option then it is left out. Don't get in the habit of hunting down rules in the middle of a game as it can really bog things down. I usually save it for after a game so i wrap my head around it and find a place to put it so i can remember it next time.

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