W E Ray
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What would be your ideal group size & level and such?
As PC and, if you DM, as DM...
(put whatever conditions you'd care to)
.
As PC, for me:
4-5 PCs
16th Level Gestalt
(very high Ability Score point-buy, No Leadership, w/ DM-created or adjusted overpowered monsters, especially w/ Class Levels)
As DM:
6-8 PCs
14th Level Gestalt
(high Ability Score point-buy, No Leadership, No Sunder, No animal companions, familiars, etc., and w/ DM-created or adjusted overpowered monsters, especially w/ Class Levels)
| Orthos |
3-6 PCs
8-14th level
Gestalt
Rolled arrays, entire group uses best array arranged as they prefer (unless they really really want to use their own array)
No Leadership
Lots of customized enemies and NPCs
3.5/Pathfinder hybrid
Goes both sides of the GM screen. I could get more into high-level play if it could be streamlined a bit.
Duiker
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As GM?
First off, no summoners or gunslingers. Grapple builds irritate me, I hate the rules for it, and hate what encounters turn into with them. But a lot of that revolves more around a player type than the character type.
Two sorts of parties really appeal to me:
The traditional balanced party with 4 or 5 players. Wizard, Melee, Rogue, Cleric. I love that game.
The themed party: there's something really fun about running for a table with like 4 wizards, especially if the players give backstory for why they're together.
But all that said, give me 4 or 5 players who want to play the hell out of a story and don't feel a need to rulebook the fun out of the game, and I don't care if they're playing NPC classes or super-jenk b%$!~% machines.
| Vincent Takeda |
Hmmm...
As a gm
3-5 pcs
Any level of power/optimization
Any level of fluff/crunch focus
Prefer non evil.
As a player
3-5 pcs
Prefer the 15+ level range
Prefer non evil
Prefer at least a 70/30 focus on fluff over crunch from both the gm and the players
Prefer both players and intelligent enemies to have the ultimate goal of self preservation and willingness to run or surrender instead of fighting to the death every time.
Prefer gms that are not just capable but also willing to say yes, sure, why not instead of no even if they personally don't like it... Able to roll with the players.
A gm that doesn't instinctively react to players having free will and exercising it in unique ways to be 'ruining their campaign or ruining their fun.'
A gm who thinks players having free will and as many options as possible is a good thing, not a bad thing, that makes the game more fun instead of less fun.
A gm that doesn't think his setting or his story is more important than the players doing and playing what they want how they want.
| Ghost1776 |
As a player and a Gm
All good part
1st to 5th level (3rd level is the sweet spot for me)
25 to 30 pt buy but no stats above 18
No gunsligers, no summoners
Lots of background history, hopefully shared or at least crossing backstories. The party should be a team or have a good reason to be a team. Something other than "let's go beat up some monsters and get rich."
Important Low magic campaign world, no magic shops, no spellcasting NPC's that can be paid for thier services. No crafters making potions or scrolls, or anything else, players either find it or make it themselves.
| Ivan Rûski |
As a player:
At least 3 PCs
Start at level 1-3, levels 7-10 is the sweet spot, but campaign goes until the story is done
Randomized stats scewed to a higher power level (our traditional method is 5d6, drop the 2 lowest and reroll anything below 10)
Do not care about party make-up or optimization level
Hopefully every character has depth to them and people came to roleplay not rollplay, but I do want a good bit of combat, at least 1 combat per session
As a GM:
4-6 PCs
Understanding that sometimes story trumps rules
Everything else the same as when player
| Hogeyhead |
As a player 25 point buy 2-3 other players, ability to craft if I want, ability to play a full caster no summoner/gunslinger. If I'm playing a cleric or oracle I don't want people constantly expecting heals and don't bother defending themselves because I'm there. Mythic is nice though not mandatory.
As a GM 3-4 players no gunslinger/summoner leadership or anything resembling an animal companion. Summons okay. No slumber hex. Players who know what they will do on their turn and don't need to be harassed onto rolling their bloody dice, and in general know how to play the game at a reasonable speed. Players who will roleplay interesting and non-annoying characters. If we are playing an AP do not optimize to the nth degree or break the game so I must change things to keep it challenging, if we are playing an AP I don't want to need to expend huge preparation effort, if I were willing to do that we wouldn't be playing an AP at this time.