Getting what you want.


Pathfinder First Edition General Discussion

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Jaelithe wrote:
You'll have to learn about it the true cool way: By playing.

Who said I didn't?


No one. I was speaking in general, not specifically to you.

I know nothing about you, A_K. I don't generalize like that. You may be a pearl beyond price of a player.


You're misunderstanding him. He's saying stuff doesn't exist in his campaign until he puts it there. Choosing a published item (besides the simplest most generic +X things and spells-in-a-can) is pointless because odds are pretty good it may not exist.

It's... a playstyle that takes some getting used to.


kyrt-ryder wrote:
It's... a playstyle that takes some getting used to.

That was ... politic of you, kyrt-ryder. Thanks.

He's right, though. Plenty of spells (too many to list), items (same), classes (gunslinger, summoner and alchemist spring to mind), and creatures (more than a few) that are common in most campaigns are absent from mine. In exchange, there are all of those unique to my setting.


kyrt-ryder wrote:

You're misunderstanding him. He's saying stuff doesn't exist in his campaign until he puts it there. Choosing a published item (besides the simplest most generic +X things and spells-in-a-can) is pointless because odds are pretty good it may not exist.

It's... a playstyle that takes some getting used to.

Its a very easy playstyle to get used to...just don't make any assumptions prior to game time.

This honestly was not even a blip on my radar until recently while sorting through players for a new VTT game, I had a player give me a full 20 level wish list of items he expected.


Jaelithe wrote:

No one. I was speaking in general, not specifically to you.

I know nothing about you, A_K. I don't generalize like that. You may be a pearl beyond price of a player.

So that means I can have that sword I want. Because I learned about it by playing.

Quote:
Its a very easy playstyle to get used to...just don't make any assumptions prior to game time.

Well, unless the DM will explain to me that he's not playing PF, but some alternate homebrewed/houseruled version, I'm going to assume we are playing the game he's saying we are playing, meaning PF.


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Ashtathlon wrote:

just don't make any assumptions prior to game time.

If I was asked to give one single piece of advice to the roleplaying world, it would be this. So many of the problems that people bring to the boards seem to stem from the fact their expectations were not in line with what the game delivered.

If something (no matter how "normal" it may feel to you to have in the game) is vitally important to you in order for you to have fun, make sure you've discussed it with the group before the game begins in order to avoid possible disappointment later.


R.E. Anarchy_Kanya
So what interaction do you have with a perspective GM/DM, or is it all blind alley PF gaming vegas style for you.

Myself I ask a lot of questions to a perspective GM/DM before I even start to make a character concept, and never make any assumptions before that.


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Anarchy_Kanya wrote:
So that means I can have that sword I want. Because I learned about it by playing.

Sure.

But since that sword you learned about is likely unique to my campaign, you'll likely have to buy it from its owner, steal it, wait to receive it in his will ... or kill him and take it.

Quote:
Well, unless the DM will explain to me that he's not playing PF, but some alternate homebrewed/houseruled version, I'm going to assume we are playing the game he's saying we are playing, meaning PF.

Any house-ruled version is just as much Pathfinder as the game in the book. That's why the book itself says it's your game, to do with what you will.

Any DM who doesn't inform you of the differences before play starts is more than a bit of a tool.


Ashtathlon wrote:
This honestly was not even a blip on my radar until recently while sorting through players for a new VTT game, I had a player give me a full 20 level wish list of items he expected.

That seems rather ambitious of him. On the other hand I really have no problem with players talking shop with their GMs in general. I discuss magic items with mine, though it tends to be more along the lines of cool magic swords than boring as hell stuff like an amulet of greater plus.


Ashtathlon wrote:


R.E. Anarchy_Kanya
So what interaction do you have with a perspective GM/DM, or is it all blind alley PF gaming vegas style for you.

Myself I ask a lot of questions to a perspective GM/DM before I even start to make a character concept, and never make any assumptions before that.

It's the DMs responsibility to inform his players about his game. That's because his vision of the game might not mesh with my preferred vision of the game and I'd rather not waste my time on a game that I won't enjoy. If he's not saying anything, my assumption is it's basically PF as in the books.

Jaelithe wrote:
But since that sword you learned about is likely unique to my campaign, you'll likely have to buy it from its owner, steal it, wait to receive it in his will ... or kill him and take it.

So I'll have it if it's important. Maybe even invest in feats and make it myself.

Quote:
Any house-ruled version is just as much Pathfinder as the game in the book.

No, it's houseruled Pathfinder, which might or might not be very different from Pathfinder, that's why it's an important distinction.

Quote:
That's why the book itself says it's your game, to do with what you will.

While assuming you're using the rules in the books, because why else would you bother buying it? Just to ignore it all?


Anarchy_Kanya wrote:
So I'll have it if it's important. Maybe even invest in feats and make it myself.

I guess you'll have it if you're determined enough to get it. Sounds like it could be a good plot hook.

Quote:
No, it's houseruled Pathfinder, which might or might not be very different from Pathfinder, that's why it's an important distinction.

Didn't I previously say that a DM who didn't tell his players about changes would be more than a bit of a tool?

But house-ruled Pathfinder is a variant of ...

... wait for it ...

... Pathfinder. You said it yourself.

Quote:
While assuming you're using the rules in the books, becasue why else would you bother buying it? Just to ignore it all?

No, to use that which you enjoy and find useful, and alter and ignore the rest.


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Anarchy_Kanya wrote:


Quote:
Any house-ruled version is just as much Pathfinder as the game in the book.

No, it's houseruled Pathfinder, which might or might not be very different from Pathfinder, that's why it's an important distinction.

Quote:
That's why the book itself says it's your game, to do with what you will.
While assuming you're using the rules in the books, because why else would you bother buying it? Just to ignore it all?

It depends on what people are used to.

If you're joining an established group that has been playing RPGs for decades playing fast and free with the rulebook and with the GM making rules for many things up on the spot as they go, they may not even consider that something unusual enough to be worth mentioning. If they're particularly isolated there's a good chance they assume everyone plays that way.

I find it's best if both sides do their bit to get pre-game communication going, rather than relying on the other to do it. Considering how long it takes to ask "So, do you play strictly 100% by the rulebook?" compared to the trouble it could cause later, it seems to me a good idea to fire that question at the GM right away.


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90%+ of this hobby is communication, player to GM, GM to player, people ask questions pertaining to what is important to them, and anytime a gap in this vital chain is broken, then stuff fails.

So don't make assumptions, and do ask questions, do so until certain of the answers, and omission is not permission..it will save a lot of heartache.


Anarchy_Kanya wrote:
Jaelithe wrote:

No one. I was speaking in general, not specifically to you.

I know nothing about you, A_K. I don't generalize like that. You may be a pearl beyond price of a player.

So that means I can have that sword I want. Because I learned about it by playing.

Quote:
Its a very easy playstyle to get used to...just don't make any assumptions prior to game time.
Well, unless the DM will explain to me that he's not playing PF, but some alternate homebrewed/houseruled version, I'm going to assume we are playing the game he's saying we are playing, meaning PF.

Not playing Golarion. You can play other than Golarion and still be playing pathfinder.


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Matt Thomason wrote:
If you're joining an established group that has been playing RPGs for decades playing fast and free with the rulebook and with the GM making rules for many things up on the spot as they go, they may not even consider that something unusual enough to be worth mentioning. If they're particularly isolated there's a good chance they assume everyone plays that way.

This ^^

Though the problem is, you often don't even realize that it is something that should be discussed - because the element you are used to is just there like the air in the atmosphere or the water in the aquarium. Everyone gets something different out of these games, and some of the essential elements for one person's game can seem like the weirdest bit of minutia to the next.

If I were a player, I would probably think I was being polite by mentioning my desire to acquire such an enhanced weapon for my character, so the GM could decide if he wanted to work it into the adventure or make it a plot point. I would feel like I was imposing if I first wanted the GM to homebrew a feat for it; I'm just used to GMs who are concerned about making that large of a change (especially now that they can point to a *mythic* feat for this); so please everyone remember that the assumptions and baselines go both ways. There are other GMs on these boards who want some level of wishlists so that the PCs can get some desired items from loot and the GM is freed from the "magic mart" that they feel like they would be doing otherwise.


RDM42 wrote:


Not playing Golarion. You can play other than Golarion and still be playing pathfinder.

That tends to be one of the biggest things people fall over on. They go in assuming all the Golarion-specific stuff applies, down to availability of races, classes, and equipment.

Even back with D&D's multiple settings, the setting books tended to include setting-specific overrides to races and classes.

I seem to specifically recall Forgotten Realms making various changes to elves from the D&D standard, while Dragonlance had entire races that simply didn't exist - there was even a bit of controversy when an author put a half-orc into a Dragonlance novel without realizing Krynn didn't have Orcs.


Ashtathlon wrote:
I had a player give me a full 20 level wish list of items he expected.

Well that's certainly presumptuous. For me I'd ask up front if they have any restrictions I should know about on crafting feats, or if they're OK with the standard rules. If they are, then I now have some measure of control over what I know I can expect for the rest of the game. I may be surprised with finding good things I didn't expect, but at a bare minimum I know I can at some point craft the core set of things I need most, assuming we end up getting anywhere close to wealth by level guidelines.

There are certain items that I really want for my new witch. Among the first on the list are Cackling Hag's Blouse and Broom of Flying. But I know there's virtually no chance I'm just going to find them lying around in a dungeon, and unless we take a travel break probably not in the local shops either. But having checked with the DM that they don't have any special guidelines on crafting, and having picked up the feat to craft them, I now don't expect anything to stop me from getting the things I want most.


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I have no problem with a generalized wish list, but a specific one that requires me to provide a player's character with a particular item without which the specific build will never come to true fruition? Ain't ... gonna ... happen.


Wyntr wrote:


Though the problem is, you often don't even realize that it is something that should be discussed - because the element you are used to is just there like the air in the atmosphere or the water in the aquarium. Everyone gets something different out of these games, and some of the essential elements for one person's game can seem like the weirdest bit of minutia to the next.

Yeah, that's one of the reasons I ask players to run their character concept by me before spending any time on the character sheet. Just a simple line or two to jog me into thinking whether that specific thing works or not. "Human Cleric of [Appropriate Deity], female, age 24, has issues with family over choice of religion" kinda thing.

From that point we can work together on fleshing them out, I'll make suggestions for geographical locations (birthplace, location of family, etc.), for example, that might work well in the upcoming campaign, and point out any possible problems such as people from that particular country being extremely unwelcome right now due to the war with them last year - although obviously if that's what the player really wants, they can have it, I just wouldn't want them going in without warning of certain things their character would be aware of.

The whole item pre-planning thing (or planning anything in the character's future, really) feels completely alien to me, although I'm certainly okay with things like "I envisage him always using a broadsword, so I'd appreciate finding an upgraded magic broadsword from time to time." The actual abilities of that magic weapon I really want to keep a handle on for game balance, though.


Jaelithe wrote:
I guess you'll have it if you're determined enough to get it. Sounds like it could be a good plot hook.

Make it the Excalibur for my Arthur if you need to, whatever. Just don't be difficult about it for no reason.

Quote:
Didn't I previously say that a DM who didn't tell his players about changes would be more than a bit of a tool?

Did I say you where wrong?

Quote:

But house-ruled Pathfinder is a variant of ...

... wait for it ...

... Pathfinder. You said it yourself.

Well, by that logic we're not even playing Pathfinder because PF is just houseruled D&D 3.5.

Quote:
No, to use that which you enjoy and find useful, and alter and ignore the rest.

And as long as the DM isn't saying anything about a particular part of the game I'm going to assume it's as in the books.

Matt Thomason wrote:
I find it's best if both sides do their bit to get pre-game communication going, rather than relying on the other to do it. Considering how long it takes to ask "So, do you play strictly 100% by the rulebook?" compared to the trouble it could cause later, it seems to me a good idea to fire that question at the GM right away.

If a DM can't be bothered to inform his players about his houserules then the players (or at least me) won't be bothered coming to his game.

Ashtathlon wrote:
So don't make assumptions, and do ask questions, do so until certain of the answers, and omission is not permission..it will save a lot of heartache.

Unless the DM lists all his houserules I'm assuming we're playing PF.

RDM42 wrote:
Not playing Golarion. You can play other than Golarion and still be playing pathfinder.

Golarion is the default setting. Doesn't mean that PF rules are only Golarion specific. PF is PF. When there's no houserules mentioned by the DM I'm assuming we are playing PF as in the books.

Jaelithe wrote:
I have no problem with a generalized wish list, but a specific one that requires me to provide a player's character with a particular item without which the specific build will never come to true fruition? Ain't ... gonna ... happen.

I tend to make choices that will be most fun to both me AND the player. But that's not for everyone, I guess.


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It's still sad to see so many people who seem to believe "gimme what I want or you're doing it wrong."

Being in a published Paizo Pathfinder product does not guarantee an appearance in any campaign.
Pathfinder, house-ruled or not, is Pathfinder. Any particular person not liking the house rules does not cause it to become Not-Pathfinder.
People use the Pathfinder rule set because it is mutable. One day I can play with a pack of fighters in a low magic world. The next day I can play with a pack of full casters in superultramagic funworld.
No matter what you (general you, not specific you) think, there is no wrong way to play Pathfinder.
If you don't like the way a group plays, it is better for all involved for the person with the problem to excuse themselves from the group. This rule also applies to the GM.


Anarchy_Kanya wrote:
Jaelithe wrote:
I guess you'll have it if you're determined enough to get it. Sounds like it could be a good plot hook.

Make it the Excalibur for my Arthur if you need to, whatever. Just don't be difficult about it for no reason.

Quote:
Didn't I previously say that a DM who didn't tell his players about changes would be more than a bit of a tool?

Did I say you where wrong?

Quote:

But house-ruled Pathfinder is a variant of ...

... wait for it ...

... Pathfinder. You said it yourself.

Well, by that logic we're not even playing Pathfinder because PF is just houseruled D&D 3.5.

Quote:
No, to use that which you enjoy and find useful, and alter and ignore the rest.

And as long as the DM isn't saying anything about a particular part of the game I'm going to assume it's as in the books.

Matt Thomason wrote:
I find it's best if both sides do their bit to get pre-game communication going, rather than relying on the other to do it. Considering how long it takes to ask "So, do you play strictly 100% by the rulebook?" compared to the trouble it could cause later, it seems to me a good idea to fire that question at the GM right away.

If a DM can't be bothered to inform his players about his houserules then the players (or at least me) won't be bothered coming to his game.

Ashtathlon wrote:
So don't make assumptions, and do ask questions, do so until certain of the answers, and omission is not permission..it will save a lot of heartache.

Unless the DM lists all his houserules I'm assuming we're playing PF.

RDM42 wrote:
Not playing Golarion. You can play other than Golarion and still be playing pathfinder.

Golarion is the default setting. Doesn't mean that PF rules are only Golarion specific. PF is PF. When there's no houserules mentioned by the DM I'm assuming we are playing PF as in the books.

Jaelithe wrote:
I have no problem with a generalized wish list, but a specific one that requires
...

So do they have to use all published rules from all books? Are they just not playing pathfinder unless they own and use everything published? Are they no longer playing pathfinder if they only use some of it? If not, what percentage of it are they allowed to not own or use before they are "no longer playing pathfinder"?


The mentality seems to be "I can use anything I want until told otherwise".

How about finding out yourself what you're allowed to use? People seem to confuse guidelines with rules as well. I don't get it at all. Pretty sure it tells you more or less to adjust them if you are using a high magic or low magic setting. People only conveniently remember the rules that benefit them.

And they can use Golarion however they well please. If I want to run Golarion where the world is ruled by flying purple hippos I will and that isn't "against the rules"


I generally like magic items but in a lot of Pathfinder specific items become mandatory rather than a bonus.


RDM42 wrote:
So do they have to use all published rules from all books?

No, but they should list books available. It's a pretty important piece of info to the players, you know.

Quote:
Are they just not playing pathfinder unless they own and use everything published? Are they no longer playing pathfinder if they only use some of it? If not, what percentage of it are they allowed to not own or use before they are "no longer playing pathfinder"?

They're playing modified PF. If you honestly don't see the difference and why it's important then I can't help you.

MattR1986 wrote:
The mentality seems to be "I can use anything I want until told otherwise".

Exactly. But more often than not a competent DM will have his houserules listed and available to his players. At the very least a list of allowed books is in order.

Quote:
How about finding out yourself what you're allowed to use?

I expect the DM to have the common sense to think about such important thing for himself. If he can't manage that then how am I supposed to trust him to run an enjoyable game?

Quote:
People seem to confuse guidelines with rules as well. I don't get it at all. Pretty sure it tells you more or less to adjust them if you are using a high magic or low magic setting. People only conveniently remember the rules that benefit them.

Well, if I have only the official guidelines because the DM didn't provide his own then I'm gonna use what I have, sorry.

The fact of the matter is that magic items, specifically customized to the character or not, are assumed to be available and are a big part of the game. Thus any houserules concerning them are to be clearly communicated. In absence of DM guidelines I'm going to be using official guidelines, because I have to use something.


Why do you have to use anything for something you aren't going to have when you start play anyway?


How about you stop building your character out to 20th level and talk to your DM before assuming you get what you want?

Even in Golarion you can't just have whatever you want whenever you want. Can I buy a +5 sword in Sandpoint? I doubt it. Can I buy a Quickened Rod in the middle of the desert? Don't think so. Stuff like this would tempt me to give you full WBL in magical turnips that give you a +1 to Profession: Mime on consumption.


RDM42 wrote:

Why do you have to use anything for something you aren't going to have when you start play anyway?

I have often wondered the same thing.


Personally I want the quote from page and book that says without reservation that a player can expect magic item xyz by level abc.
or any magic items at all.


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RDM42 wrote:
Why do you have to use anything for something you aren't going to have when you start play anyway?

Maybe because I prefer to have a plan for my character at least a few levels ahead? Or maybe because the concept I want, unfortunately, can't be made to work without some items within PF?

Are you gonna discriminate me just because I don't play the way you play? I make a plan for my character in advance (which, BTW, can totally be all in-character as well). So what?

MattR1986 wrote:
How about you stop building your character out to 20th level and talk to your DM before assuming you get what you want?

As I said, multiple times already, it's the DMs responsibility to provide guidelines for his game, not mine.

And a nice strawman there. No one said anything about building characters to 20th level. The discussion was about customizing your gear in advance. I never plan characters that far, because I don't expect (or sometimes even know) that the game will go that far.

Quote:
Even in Golarion you can't just have whatever you want whenever you want.

Well, apparently default PF rules are Golarion specific, so that includes rules for settlements.

Quote:
Can I buy a +5 sword in Sandpoint? I doubt it. Can I buy a Quickened Rod in the middle of the desert? Don't think so.

Ah, some more strawmen. No one is pulling items out of their ass. Even in Jaelithe's low magic game I can get the item I want, I just have to be determined. In a default PF game? it's as easy as visiting one of the setting's major metropolises and buy it, order it or steal it. And if it's not currently available? I'll just wait.

Damian Magecraft wrote:

Personally I want the quote from page and book that says without reservation that a player can expect magic item xyz by level abc.

or any magic items at all.

That's easy. Settlements.

Quote:
Base Value and Purchase Limit This section lists the community's base value for available magic items in gp (see Table: Available Magic Items). There is a 75% chance that any item of this value or lower can be found for sale in the community with little effort. If an item is not available, a new check to determine if the item has become available can be made in 1 week. A settlement's purchase limit is the most money a shop in the settlement can spend to purchase any single item from the PCs. If the PCs wish to sell an item worth more than a settlement's purchase limit, they'll either need to settle for a lower price, travel to A larger city, or (with the GM's permission) search for a specific buyer in the city with deeper pockets. A settlement's type sets its purchase limit.
Quote:
Minor Items/Medium Items/Major Items This line lists the number of magic items above a settlement's base value that are available for purchase. In some city stat blocks, the actual items are listed in parentheses after the die range of items available—in this case, you can use these pre-rolled resources when the PCs first visit the city as the magic items available for sale on that visit. If the PCs return to that city at a later date, you can roll up new items as you see fit.

All I need is determination.


It's no longer DM persecution. Now it's "discrimination" to not allow him to play the way he wants to play. What persecuted minority would you like to label yourself today? Optimizer-American? Powergame-capable citizen? And all you're doing is insinuating that if someone specifically doesn't say you can't have it then by default you can have it because they didn't say beforehand you couldn't. Planning to 20th was intentional hyperbole as it was obvious you are planning your characters far enough that you are pairing gear with it like the proper wine to your salmon plate.

And no. All you need is the DM to accommodate your every whim or I'm sure you'll whine. "Hey guys I know we're out in the desert for at least another month or two, but let's take a few weeks off to travel 400 miles to the nearest major city for me to buy this weapon".

And what are you going to do if he rolls and it isn't there? Double check his dice rolls? Or stall the game for 4 weeks as outside events make the world crumble just to have your weapon of choice.

you are also reading things out of the GAMEMASTERY GUIDE. Was it called the Gamemastery Bible? Was it called the CRB Part II? Was it called the Players should read this and use it to decide how the game is supposed to be played? No it wasn't. The DM can decide to use what he wants out of there at his own discretion.

Quote:

The best way to handle a settlement in your game, of course, is to plan it out, placing every shop and every home, naming every NPC, and mapping every building. Yet settlements are the most complicated locations you're likely to ever feature in your game, and the prospect of fully detailing one is daunting, especially if your PCs are likely to visit multiple settlements.

Presented below are basic rules for a more streamlined method of handling settlements in your game. Essentially, these rules treat settlements almost as characters of their own, complete with stat blocks. Using these rules, you can generate the vital data for a settlement quickly and efficiently, and with this data you can handle the majority of your players' interactions with the settlement.

It's providing you a tool as a DM (not a player) to streamline the system instead of mapping out every store and every item. It's not there for Players to go "SEE SEE I CAN HAVE THIS" as if it was there like BaB and Fort saves.

Crap like this is precisely the reason I forewarn people not to make characters beforehand and have a google doc that's like 3 pages of houserules for them to read before joining. Last thing I need is this or (as has happened) someone insisting I was being restrictive for not allowing a 3.5 conversion class.


You know this is the only site I ever been to where when I ask for a PAGE and BOOK citation I get a link to the PRD.
It makes one wonder if the person making the citation has ever bothered to actually read the hardcopy from cover to cover...
Or at all.


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It's because nobody memorizes page locations in a beastly tome like the CRB when the PRD is right there for the searching.

Alternatively, in regards to more obscure but smaller books, the player may not own the material at all, but is using the PRD for it.


past level 5ish. the Players are generally assumed to have bonuses from the big 10 Factored into their bonuses with weapons specifically tailored for their build, even if not the best bonus per se.

generally because monsters will have such high stats you need that gear to survive

the Big 10
1. Magic Weapon or Arcane Attack Form, level appropriate and functional, with a magical backup or few of different categories, this can be a weapon or something like a spell in a can
2. Magical Armor Bonuses, this can be something like better versions of mage armor, or outright magical armor, but Monster Attack Bonuses assume PCs will have this defensive bonus
3. Natural Armor Enhancement, monster attacks assume PCs have this
4. Deflection Protection, also an assumed defense when monstrous attack bonuses are calculated
5. resistance Bonuses, essentially, Save DCs assume PCs will have a certain bonus to their saves, and like other assumptions, they are generally done through magic
6. Primary Offensive Attribute Booster, PCs are assumed to have a certain Offensive Stat for the purpose of Combat challenges, whether Save DCs for spellcasters or melee damage for martials. this usually requires items or lotsa templates without houserules
7. Primary Defensive Attribute Boosters, Typically Dexterity and Constitution for everyone, and well, Wisdom for a lot of others too if afforded or charisma for paladins. you need so many hit points and a certain level of fortitude and will save to survive a challenge feasibly
8. a cheap spammable means to heal outside of combat in between fights, typically a healing wand or something. lots of them.
9. a means to both combat flying foes and counter invisible foes. these become common at levels 5 and after.
10. insurance should your PC be permanently crippled, such as scrolls for removing conditions or the actual material components to utilize those spells. you can't expect the cleric to provide the diamonds you require all the time, you can at least provide your own gems. in some cases, you may desire raising diamonds.

it doesn't specify which bonuses are a requirement, but the general assumption is the required bonuses are equal to about a third of your level and so on. usually rounded down.


Umbriere Moonwhisper wrote:

past level 5ish. the Players are generally assumed to have bonuses from the big 10 Factored into their bonuses with weapons specifically tailored for their build, even if not the best bonus per se.

generally because monsters will have such high stats you need that gear to survive

That has yet to be proven.

It ASSUMED that the books assume such.
Combat is NOT the only means of overcoming an encounter (it is just the default of most players).


kyrt-ryder wrote:

It's because nobody memorizes page locations in a beastly tome like the CRB when the PRD is right there for the searching.

Alternatively, in regards to more obscure but smaller books, the player may not own the material at all, but is using the PRD for it.

The problem is... I can produce the proper cites for not just Pathfinder, but GURPS, Palladium (200+ products there), D&D 2e, 3.5, WoD, FATE, Savage Worlds, Cortex, WEG D6, BRP, and WHFRPG.

SRDs are notorious for failing failing to provide context for the quoted material.
One of the main reasons I ban their use at my table.


Damian Magecraft wrote:
Umbriere Moonwhisper wrote:

past level 5ish. the Players are generally assumed to have bonuses from the big 10 Factored into their bonuses with weapons specifically tailored for their build, even if not the best bonus per se.

generally because monsters will have such high stats you need that gear to survive

That has yet to be proven.

It ASSUMED that the books assume such.
Combat is NOT the only means of overcoming an encounter (it is just the default of most players).

the reason it is assumed that the books assume such is that at level 5 and after, there are a lot of monstrous opponents a party of adventurers just cannot defeat with a series of magic items, at least not with the consume 20% of party resources guideline.

and a lot of the ones from that range or even before, are bound to slaughter a party whom lacks magical equipment

i mean, magic items make up anywhere from +1 to +20 of your total armor class. there are simply encounters you won't be able to survive past level 5 if you don't have the gear

even though combat isn't the only means to stop things, the system devotes a disproportionately large amount of it's rules to combat and well, it started as a wargame called chainmail in the 1960s. i don't see how a game with wargame roots can really not encourage combat as its primary solution, especially when like 90 percent of the published rules have a connection to minature figurine based wargame style combat.

if you look at the wealth by level chart. that alone is proof that PCs are to have so much wealth in adventuring magical gear to fight encounters with.

if PCs weren't assumed to have magic items, or to be able to craft, commission or purchase the items their build required we wouldn't have a wealth by level chart and magic items wouldn't have price tags attached.


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Umbriere Moonwhisper wrote:
Damian Magecraft wrote:
Umbriere Moonwhisper wrote:

past level 5ish. the Players are generally assumed to have bonuses from the big 10 Factored into their bonuses with weapons specifically tailored for their build, even if not the best bonus per se.

generally because monsters will have such high stats you need that gear to survive

That has yet to be proven.

It ASSUMED that the books assume such.
Combat is NOT the only means of overcoming an encounter (it is just the default of most players).

the reason it is assumed that the books assume such is that at level 5 and after, there are a lot of monstrous opponents a party of adventurers just cannot defeat with a series of magic items, at least not with the consume 20% of party resources guideline.

and a lot of the ones from that range or even before, are bound to slaughter a party whom lacks magical equipment

i mean, magic items make up anywhere from +1 to +20 of your total armor class. there are simply encounters you won't be able to survive past level 5 if you don't have the gear

even though combat isn't the only means to stop things, the system devotes a disproportionately large amount of it's rules to combat and well, it started as a wargame called chainmail in the 1960s. i don't see how a game with wargame roots can really not encourage combat as its primary solution, especially when like 90 percent of the published rules have a connection to minature figurine based wargame style combat.

if you look at the wealth by level chart. that alone is proof that PCs are to have so much wealth in adventuring magical gear to fight encounters with.

if PCs weren't assumed to have magic items, or to be able to craft, commission or purchase the items their build required we wouldn't have a wealth by level chart and magic items wouldn't have price tags attached.

WBL was the absolute worst thing ever introduced into RPGs.

It is a guide not an expectation or a forgone conclusion.
And oddly enough I have characters with no magic that have managed to survive past level 10 without issue.
It is a matter of perspective.
As well as false assumptions.
Magic items are not a forgone conclusion.
The "Big 6" or "Big 10" are not requirements for survival.
They help... but they are not required.


Umbriere Moonwhisper wrote:
Damian Magecraft wrote:
Umbriere Moonwhisper wrote:

past level 5ish. the Players are generally assumed to have bonuses from the big 10 Factored into their bonuses with weapons specifically tailored for their build, even if not the best bonus per se.

generally because monsters will have such high stats you need that gear to survive

That has yet to be proven.

It ASSUMED that the books assume such.
Combat is NOT the only means of overcoming an encounter (it is just the default of most players).

the reason it is assumed that the books assume such is that at level 5 and after, there are a lot of monstrous opponents a party of adventurers just cannot defeat with a series of magic items, at least not with the consume 20% of party resources guideline.

and a lot of the ones from that range or even before, are bound to slaughter a party whom lacks magical equipment

i mean, magic items make up anywhere from +1 to +20 of your total armor class. there are simply encounters you won't be able to survive past level 5 if you don't have the gear

even though combat isn't the only means to stop things, the system devotes a disproportionately large amount of it's rules to combat and well, it started as a wargame called chainmail in the 1960s. i don't see how a game with wargame roots can really not encourage combat as its primary solution, especially when like 90 percent of the published rules have a connection to minature figurine based wargame style combat.

if you look at the wealth by level chart. that alone is proof that PCs are to have so much wealth in adventuring magical gear to fight encounters with.

if PCs weren't assumed to have magic items, or to be able to craft, commission or purchase the items their build required we wouldn't have a wealth by level chart and magic items wouldn't have price tags attached.

Since what is encountered is entirely up to the gm, even - at least so far - according to the strongest player empowerment group on the boards?

You keep using the guidelines and quoting them as rules. There are many ways to balance encounters.

Shadow Lodge

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The Rolling Stones said it best:

You can't always get what you want
You can't always get what you want
You can't always get what you want
But if you try sometimes
Well you might find
You get what you need

Shadow Lodge

2 people marked this as a favorite.
RDM42 wrote:
Since what is encountered is entirely up to the gm, even - at least so far - according to the strongest player empowerment group on the boards?

I'm not all that sure about Anzyr. It's possible his group has reduced the GM down to rolling dice for whatever encounters the players define for him.


Umbriere Moonwhisper wrote:
Damian Magecraft wrote:
Umbriere Moonwhisper wrote:

past level 5ish. the Players are generally assumed to have bonuses from the big 10 Factored into their bonuses with weapons specifically tailored for their build, even if not the best bonus per se.

generally because monsters will have such high stats you need that gear to survive

That has yet to be proven.

It ASSUMED that the books assume such.
Combat is NOT the only means of overcoming an encounter (it is just the default of most players).

the reason it is assumed that the books assume such is that at level 5 and after, there are a lot of monstrous opponents a party of adventurers just cannot defeat with a series of magic items, at least not with the consume 20% of party resources guideline.

and a lot of the ones from that range or even before, are bound to slaughter a party whom lacks magical equipment

i mean, magic items make up anywhere from +1 to +20 of your total armor class. there are simply encounters you won't be able to survive past level 5 if you don't have the gear

even though combat isn't the only means to stop things, the system devotes a disproportionately large amount of it's rules to combat and well, it started as a wargame called chainmail in the 1960s. i don't see how a game with wargame roots can really not encourage combat as its primary solution, especially when like 90 percent of the published rules have a connection to minature figurine based wargame style combat.

if you look at the wealth by level chart. that alone is proof that PCs are to have so much wealth in adventuring magical gear to fight encounters with.

if PCs weren't assumed to have magic items, or to be able to craft, commission or purchase the items their build required we wouldn't have a wealth by level chart and magic items wouldn't have price tags attached.

Basically, those assumptions work only if all the other baseline assumptions of what you will be facing are in place.


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Y'know, maybe I'm selfish but I DO expect my GM to "gimmie what I want." I also intend on delivering that to my players. Its just that what I want and (so far) what my players want is esoteric. My GM's have asked me and I've asked my players what to expect from the game. The answers are "Epicness; fun; cool fights and conflicts; engaging plots and worlds."

So yeah; gimmie what I want.

I don't know, maybe I've been exceptionally blessed. My players have wanted small, individual magic items over the years but no one's ever handed me a shopping list. I've also had A LOT of powergamer/optimizer types who are more focused on character power than plot. I've never had a one present me with a 20 level build. Maybe they have it statted out somewhere privately but they've never shown me.

Speaking for myself as a player I don't look at my character as a series of numbers to be massaged. I wonder what he'd look like; how cool would it be to see this guy in a full attack; why does he remain on the road of adventure? Because of this I don't hit the table with any expectation of material reward other than "if I succeed at achieving goals and defeating challenges, I'll level."

If others play with shopping lists, that's fine for them. That WORKS for them. I would further expect that there are GMs out there who welcome the communication with these players and synergize well with the playstyle. I wholeheartedly encourage these players and GMs to find one another.

It just probably won't be at my table.

I don't run low magic by any stretch of the imagination. I DO use magic ripped vanilla right out of the PF books. But it's not floating in the air after defeating your first skeleton like a video game either, and there should be no expectation of that in my games. Like I said; maybe I've been blessed. My players seem to be fine with the items they get or can seek out/purchase/make themselves.

And one final note on the "ye olde magik shoppe": this need not be magic Wal-Mart. I don't run it that way and I haven't played alongside anyone who has. If you DO run it that way and it works for you great, but that's not the only way it has to work.

Firstly I limit the number of those "major cities with all the cheap magic items" in them. Second I tell my players flat out that there are no Magic Item Shops, but rather there are individual sources for individual items. Like, if a player wants a wand of Cure Light Wounds, likely they'll need a major church; weird thing is there isn't a church big enough in the region. If they ask some questions they find that there's an old witch that handles local healing. She needs 750 GP, but not the actual gold. Instead she needs 750 GP worth of rare herbs, unique woods and exotic game delivered to her before she'll part with one of her wands.

Finally there is discovery. Since in my games there's no Magic Item Shop the players have to use some skills and roleplaying to find what they're looking for. If they're in a small city and they want a magic sword, that's fairly simple, but the fact that its magic means its not just sitting in a rack somewhere. So they need to use a Diplomacy roll, some Influence capital, or some good old fashioned roleplaying to chat up the locals. From this they might learn that:

1. Brok Battlehammer, the best dwarven forge in the city, has crafted magic blades in the past and may have one for sale

2. Old Yuric's father fought in the war and brought home such a magic weapon that might suit your needs, but he might not part with it. Then again, he's hit upon hard times lately...

3. There is a Dunevain traveler family in town for the market day. They are known as the Buhlevek Caravan and they have been known to deal in such rarities. However they are shrewd and not to be trusted. They are wandering folk after all.

So any of these will provide the magic sword the player wants but Brok might have to make modifications so the PC has to wait; Old Yuric might have a quest for the party and the Buhlevek Caravan might deal fairly on the sword but then pick a PCs pocket or something. I tell my players that buying magic items (other than some consumables) isn't just a trip to Target so they're not blindsided by the event.

Sure, at the end of the day they're still buying a magic item and that's not very epic. But it's THEY'RE game; if they don't want to buy magic they don't HAVE to. Or if they'd rather commission it so it's unique to them, make it themselves or whatever, so be it.


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Jaelithe wrote:
Anarchy_Kanya wrote:
So I'll have it if it's important. Maybe even invest in feats and make it myself.

I guess you'll have it if you're determined enough to get it. Sounds like it could be a good plot hook.

Quote:
No, it's houseruled Pathfinder, which might or might not be very different from Pathfinder, that's why it's an important distinction.

Didn't I previously say that a DM who didn't tell his players about changes would be more than a bit of a tool?

But house-ruled Pathfinder is a variant of ...

... wait for it ...

... Pathfinder. You said it yourself.

Quote:
While assuming you're using the rules in the books, becasue why else would you bother buying it? Just to ignore it all?
No, to use that which you enjoy and find useful, and alter and ignore the rest.

Pathfinder is a tool kit with a wide assortment of stuff in it. Some people don't need or want eleven hammers and six metric screwdrivers with sonic capacity and equipment to lay pipe or resurface a highway. So they remove them.

There is no One Way to play this game. I buy every single book that Paizo puts out. I do not use every single item from every single book in every single campaign; not every game benefits from every single choice.


As a player will I try to get WBL? Sure. Will I try to haggle for all the items I've added if the character was made for 2nd+? Yes. I do not however throw a fit or think someone is doing it wrong if I fall short.

Excluding the apg is not houseruled pathfinder. Excluding wbl is not houseruled pathfinder. Now if you had a different armor class system or clerics don't exist and only paladins heal? Id call that houseruled pf.

I swear there should be a surgeons general warning on new books that these are optional and not mandatory for a dm to use.


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MattR1986 wrote:
I do not however throw a fit or think someone is doing it wrong if I fall short.

That's cool. Neither do I.

Quote:
Excluding the apg is not houseruled pathfinder. Excluding wbl is not houseruled pathfinder.

Houserules, modifications, whatever. It deviates from the default rules.

Quote:
I swear there should be a surgeons general warning on new books that these are optional and not mandatory for a dm to use.

What's with those strawmen in this thread. Where did anyone say all books are mandatory? I don't see such a post. You must be in the wrong thread.

All that's mandatory is for the DM to explain his houserules.


MattR1986 wrote:
It's no longer DM persecution. Now it's "discrimination" to not allow him to play the way he wants to play.

Lol, dude, chill out a little. It was a joke.

Quote:
What persecuted minority would you like to label yourself today? Optimizer-American? Powergame-capable citizen?

Less ad hominem, more arguments, please.

Quote:
And all you're doing is insinuating that if someone specifically doesn't say you can't have it then by default you can have it because they didn't say beforehand you couldn't.

Yeah, that's exactly what I'm saying. It's the DMs responsibility to explain his houserules.

Quote:
Planning to 20th was intentional hyperbole as it was obvious you are planning your characters far enough that you are pairing gear with it like the proper wine to your salmon plate.

And what's wrong with that?

Quote:
And no. All you need is the DM to accommodate your every whim or I'm sure you'll whine. "Hey guys I know we're out in the desert for at least another month or two, but let's take a few weeks off to travel 400 miles to the nearest major city for me to buy this weapon".

More ad hominem and strawmen.

Quote:
And what are you going to do if he rolls and it isn't there?

That was already adressed in the rules I quoted.

Quote:
Or stall the game for 4 weeks as outside events make the world crumble just to have your weapon of choice.

I'll do whatever option I'll have at that moment.

Quote:
you are also reading things out of the GAMEMASTERY GUIDE. Was it called the Gamemastery Bible? Was it called the CRB Part II? Was it called the Players should read this and use it to decide how the game is supposed to be played? No it wasn't. The DM can decide to use what he wants out of there at his own discretion.

In absence of DM guidelines I'm using official guidelines.

Quote:
It's providing you a tool as a DM (not a player) to streamline the system instead of mapping out every store and every item. It's not there for Players to go "SEE SEE I CAN HAVE THIS" as if it was there like BaB and Fort saves.

If the DM will provide his guidelines then I'll use his guidelines.


Anarchy_Kanya wrote:
RDM42 wrote:
Why do you have to use anything for something you aren't going to have when you start play anyway?

Maybe because I prefer to have a plan for my character at least a few levels ahead? Or maybe because the concept I want, unfortunately, can't be made to work without some items within PF?

Are you gonna discriminate me just because I don't play the way you play? I make a plan for my character in advance (which, BTW, can totally be all in-character as well). So what?
...

YES! That's exactly what I'm going to do, in the truest sense of the word, not the trumped-up politically correct sense. I'm going to tell you that you can't play MY game YOUR way. I can't think of a single GM or player that doesn't practice discrimination when finding a group to play with. I know you were being facetious, but you actually managed to hit the truth.


I wouldn't even want to play with such a DM. I don't play with jerks. That's why I want the DM to list his houserules. So I can say "Uh, this isn't a game from me, I'm gonna bow out. Bye."
I won't even mention the fact that it's NOT his game, but OUR game... but it might become HIS game and HIS ALONE, because he would be alone, without players.

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