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Pathfinder First Edition General Discussion

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Jaelithe wrote:
Simon Legrande wrote:

Hmm, let's see...

Ah, here we go:

Core Rule Book, Common Terms wrote:
Game Master (GM): A Game Master is the person who adjudicates the rules and controls all of the elements of the story and world that the players explore. A GM's duty is to provide a fair and fun game.

Note that they contrast GM with player in the definition, Anzyr, which means they're not the same.

You are wrong. Accept it. Everyone here knows it but you, Ramses.

That's right: King of Denial.

He is a player with a different role, but a player nonetheless. And while his role is different from the other players, that does not change this fact.

Merely contrasting the two is not sufficient to prove your point. It merely means one has additional features. Your are trying to claim that merely because one is a quarterback, they are not also a football player. Its very shoddy logic.

Shadow Lodge

Anzyr wrote:
No it is literally by definition correct. The GM is merely another player. His role is different but it grants him no additional authority or even "power".

The non-GM players each control only a single individual in the campaign.

The GM controls literally everything that is not those few individuals. If that isn't more power, I don't know what is.


Kthulhu wrote:
Anzyr wrote:
No it is literally by definition correct. The GM is merely another player. His role is different but it grants him no additional authority or even "power".

The non-GM players each control only a single individual in the campaign.

The GM controls literally everything that is not those few individuals. If that isn't more power, I don't know what is.

That's an odd way to determine power. How does controlling a number of individuals in the campaign give the GM any additional "power"?

Also I didn't see your comment before my last post knightnday so let me address that here. First, without players the GM is merely writing a novel all alone, though I agree that the reverse is true. But in my group there are two frequent GMs, one of which being myself. Thus, to me "running" a campaign is nothing special. If I don't the other GM will, or vice versa. It's nothing special and it in no way makes my contributions any better then anyone elses. It's a different role certainly and its obviously important, but to carry my football metaphor, just because your the Quarterback doesn't make your contribution more important then any other member of the team.


That is certainly one opinion, although I'd say that the GM is a little more than the quarterback. He's also the coaches, the opposing team, the fans in the stand, the weather going on in the stadium, the colour commentator and more.

It isn't a matter of power or control. The GM is not a player. The GM is everything that isn't a player. This is why people tend to get hostile about GMPCs.


Anzyr wrote:
Kthulhu wrote:
Anzyr wrote:
No it is literally by definition correct. The GM is merely another player. His role is different but it grants him no additional authority or even "power".

The non-GM players each control only a single individual in the campaign.

The GM controls literally everything that is not those few individuals. If that isn't more power, I don't know what is.

That's an odd way to determine power. How does controlling a number of individuals in the campaign give the GM any additional "power"?

Also I didn't see your comment before my last post knightnday so let me address that here. First, without players the GM is merely writing a novel all alone, though I agree that the reverse is true. But in my group there are two frequent GMs, one of which being myself. Thus, to me "running" a campaign is nothing special. If I don't the other GM will, or vice versa. It's nothing special and it in no way makes my contributions any better then anyone elses. It's a different role certainly and its obviously important, but to carry my football metaphor, just because your the Quarterback doesn't make your contribution more important then any other member of the team.

no one player has as much power as the gm.

If you walk from the table there are 5 more waiting for a seat.
If the gm walks? Good luck finding another GM.


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Damian Magecraft wrote:
Anzyr wrote:
Kthulhu wrote:
Anzyr wrote:
No it is literally by definition correct. The GM is merely another player. His role is different but it grants him no additional authority or even "power".

The non-GM players each control only a single individual in the campaign.

The GM controls literally everything that is not those few individuals. If that isn't more power, I don't know what is.

That's an odd way to determine power. How does controlling a number of individuals in the campaign give the GM any additional "power"?

Also I didn't see your comment before my last post knightnday so let me address that here. First, without players the GM is merely writing a novel all alone, though I agree that the reverse is true. But in my group there are two frequent GMs, one of which being myself. Thus, to me "running" a campaign is nothing special. If I don't the other GM will, or vice versa. It's nothing special and it in no way makes my contributions any better then anyone elses. It's a different role certainly and its obviously important, but to carry my football metaphor, just because your the Quarterback doesn't make your contribution more important then any other member of the team.

no one player has as much power as the gm.

If you walk from the table there are 5 more waiting for a seat.
If the gm walks? Good luck finding another GM.

That's mighty easy in my group. Maybe you should stop relying on entitled GMs?


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Or maybe we can back down from trying to be insulting by using entitled as an insult or slur before the thread gets closed, again,

Say it again, say it loud: There is no One True Way. Your Way is not the only Way.


Entitled gms? Lol.
News flash.
you and your group are not the norm.
on average there is one gm for every 8 to 10 players. If the average gm only accepts 5 to 6 players at the table then you are looking at a player surplus.
In that environment the gm has more power than any ONE player.
And trust me if you take exception to how a gm runs a game at the table; you are probably alone
so please stop acting like you speak for everyone at the table.


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Like most statistics on the internet... I'm going to assume you made them up. I can however speak for all the groups that have multiple non-entitled GMs and since this is the internet... lets just say that we make up... oh 90% of all gaming groups. That sounds about right. Which means my group isn't just the norm, its the overwhelming majority! Hooray internet statistics.

@ knightnday - This is not a "one true way" issue. IF your GM feels that if they refuse to run a game, the other players are out of luck, that GM is mighty entitled.


Anzyr wrote:
Ashiel wrote:
Anzyr wrote:

Yes! Player entitlement would be telling the GM he can't an evil chancellor in his campaign, because functionally those are equivalent. And I've never heard a player suggest that. I'll break down to make it simple.

GM controlling a player's choice in character = GM entitlement.

Player controlling GM's choice in world elements = Player entitlement.

It's pretty simple to understand this way. And I never hear players try and dictate what the GM can't have in their campaigns.

To be fair I'm one of the more avid pro-player GMs out there and even I have my limits. There are some campaigns where I just don't want to deal with having certain types of PCs. Also taking your argument to the logical conclusion sends up red flags in my mind, as it would seem that as long as you don't tell me what I can have as a GM in my campaign it would be totally fine for you to play a Pit Fiend or a Gelatinous Cube. >_>

Keep in mind that in my campaign setting I have over 20 playable races (including changelings and drider). I also thought refluffing the races/classes for the egyptian-themed game mentioned earlier in the thread was a great idea. In my current campaign one of the PCs is a vampire (using a significantly revised template for vampires that I use for my NPCs) tiefling wilder, a human paladin, a human sorceress, a *can't say because most of the PCs don't know in game and they may read this thread* multiclassed character, a human wizard, and a menagerie of party-tag-along NPCs that includes a goblin sorcerer, a human telepath, a human warrior/psion, a human vampire adept, and an orc barbarian/gunslinger/warrior.

That said, there are some players out there who just want to get the GM's goat. One such player who said he wanted to join one of my tabletop campaigns was presented with the character creation rules for my game, and a list of all the immediately accepted races and such, and he didn't even look at them. He opened up the monster manual and basically just

...

... a new race in a world is a world element.


My rule of thumb as a GM:

GM has 1.5 votes. Any two players can veto him.


Anzyr wrote:
Jaelithe wrote:
Simon Legrande wrote:

Hmm, let's see...

Ah, here we go:

Core Rule Book, Common Terms wrote:
Game Master (GM): A Game Master is the person who adjudicates the rules and controls all of the elements of the story and world that the players explore. A GM's duty is to provide a fair and fun game.

Note that they contrast GM with player in the definition, Anzyr, which means they're not the same.

You are wrong. Accept it. Everyone here knows it but you, Ramses.

That's right: King of Denial.

He is a player with a different role, but a player nonetheless. And while his role is different from the other players, that does not change this fact.

Merely contrasting the two is not sufficient to prove your point. It merely means one has additional features. Your are trying to claim that merely because one is a quarterback, they are not also a football player. Its very shoddy logic.

You mean the quarterback who calls audibles at the line, changes up routes and assignments, and decides where the ball is going?


Sure why not, he's still not any more valuable then other player.


Anzyr wrote:
Sure why not, he's still not any more valuable then other player.

you know, you need to stop with an analogy that really doesn't help you much ...


How useful is the QB if the defensive line doesn't do their job? Answer: Useless. I think its pretty good metaphor to be perfectly honest.


Anzyr wrote:
Its very shoddy logic.

Yeah. You keep thinking that.

When you begin to actually employ reasoned argumentation rather than ingrained obduracy and the pseudo-logic of pushing your agenda to the exclusion of objectivity, I'll give your comments some credence.

I'm not holding my breath.

Gentlemen, he's all yours.


All you do is appeal to emotion without actually presenting an argument other than "No you." Perhaps if you provided some reasoning for your opinions this would be a more productive discussion. Because if you seriously don't think the GM is well playing PF or that he is but is paradoxically "not playing it", I'm not sure your argument will stand.


Anzyr wrote:
How useful is the QB if the defensive line doesn't do their job? Answer: Useless. I think its pretty good metaphor to be perfectly honest.

Perhaps you meant to say "Offensive line".

ANd just because all parts are needed for a good game does not make all parts the same, nor does it give all parts the same powers and responsibilities. Both wheels and a motor are necessary for a car to drive, yet they do DIFFERENT things. Soldiers are necessary for a generals commands to mean anything, yet the soldiers and the general are not exactly the same and don't have the exact same responsibilities. Really, you aren't sitting on a very good argument here.


Did I mean offensive line? Sure go with that my ranks in Knowledge (Sports) are literally 0.

Just because things do different things and have different responsibilities does not make them unequal. The GM is not a general. The GM is a motor, the players are the wheels. Which is more important to making a car run?

The answer of course is neither. Both are required to have a running car and both can be categorized as "car parts". This is really as basic as this metaphor shows.


For the purposes of the group, the DM's opinion doesn't necessarily matter more for things like voting who's campaign is next and who's on deck. It's theoretically always equal but less face it, factors like more dominant personalities and meeker personalities, friendships and who's house it is could greatly influence getting people to vote a certain way.

When the campaign starts, for the purposes of that game the DM is more important and his opinion matters most. In the scope of that campaign the DM is in charge and what he says goes. You don't get to say what rules he uses, what books he uses or what the setting is. Now if everyone gets sick of a DM for whatever reason could they switch to someone else? Sure. But again for the purpose of that game/campaign, that DM is God.

And this notion that there are other DMs? SURE. Other people who do DM from time to time. Maybe all the Players at the table DM here and there. Do they have something ready to go for that day or that will be ready by next week? I highly doubt it. Acting like a DM is easily replaceable to me is laughable. Every group I've seen is 2/3 players with the remaining 1/3 who DM but don't plan to for a long time until the current campaign is over or have no intention to DM at any point within the next year.

"Hey I don't like that this current guy didn't let me use a 3pp class so I'll drop everything and find an extra 4 hours a week to prep my own campaign. I'm sure I'll get 4+ reliable players by next week"


What are the DM's characters called? Are they called player characters, or non-player characters?

Player characters are portrayed by players. Non-player characters are portrayed by a non-player—that is, the DM.

Pretty simple. That's what they call "an inconvenient truth," Anzyr.

Now I really am done for the evening. Good night, all.


That does not mean the DM is not a player. It simply means that those characters are not players, which is accurate.


Jaelithe wrote:
Anzyr wrote:
Its very shoddy logic.

Yeah. You keep thinking that.

When you begin to actually employ reasoned argumentation rather than ingrained obduracy and the pseudo-logic of pushing your agenda to the exclusion of objectivity, I'll give your comments some credence.

I'm not holding my breath.

Gentlemen, he's all yours.

nah... I am done with him as well... watching his mental acrobatics to maintain an untenable position is amusing but ultimately pointless.


Damian Magecraft wrote:
Jaelithe wrote:
Anzyr wrote:
Its very shoddy logic.

Yeah. You keep thinking that.

When you begin to actually employ reasoned argumentation rather than ingrained obduracy and the pseudo-logic of pushing your agenda to the exclusion of objectivity, I'll give your comments some credence.

I'm not holding my breath.

Gentlemen, he's all yours.

nah... I am done with him as well... watching his mental acrobatics to maintain an untenable position is amusing but ultimately pointless.

I'm certainly not claiming him.


One of the things D&D really screwed up IMO was calling people who play PCs Players (proper noun) when everyone who is playing D&D is a player (common noun) of the role-playing game. It continually causes an Abbot and Costello-type situation.

Who's on first?
A Player.
Why yes I'm the DM and I am playing the game.
No! A PLAYER! ...


MattR1986 wrote:

One of the things D&D really screwed up IMO was calling people who play PCs Players (proper noun) when everyone who is playing D&D is a player (common noun) of the role-playing game. It continually causes an Abbot and Costello-type situation.

Who's on first?
A Player.
Why yes I'm the DM and I am playing the game.
No! A PLAYER! ...

I do not think any one is arguing that the gm is not a player.

We are objecting to the phrase "just another player."


Anzyr wrote:
That does not mean the DM is not a player. It simply means that those characters are not players, which is accurate.

Here's why your football analogy is wrong.

Let's say, for a moment, that the GM is just the quarterback. If this was the case, the GM would be directing the other players explicitly what they are to do on each play. As applied to any RPG, that would be the most horrible railroad of a campaign.

Now here's why the GM is not the quarterback (just another player). If the quarterback walks off the football field, a backup QB comes in and runs the offense and the game continues. If the GM walks away from the table the players go from playing football to playing baseball (or any other sport) because the next GM isn't running the same game as the first was. Unless, of course, you have two GMs that are sharing duty running one campaign.

If you are analogizing that football = Pathfinder then you must be trying to make the point that a GM is a GM is a GM and every one of them is running essentially the same campaign anyway. Which is kind of silly on its face. The Pathfinder rule set is not the football game, it's the world that the game is played in.

EDIT:

Anzyr wrote:
Did I mean offensive line? Sure go with that my ranks in Knowledge (Sports) are literally 0.

Given this fact, it's probably a bad idea to try analogizing a tabletop RPG with any kind of sport.


I understand and agree ofc he isn't just another player but stuff like this:

Quote:
. Because if you seriously don't think the GM is well playing PF or that he is but is paradoxically "not playing it", I'm not sure your argument will stand.

makes me wonder if the player-Player conundrum is occurring in parts of this discussion.


Simon Legrande wrote:
Anzyr wrote:
That does not mean the DM is not a player. It simply means that those characters are not players, which is accurate.

Here's why your football analogy is wrong.

Let's say, for a moment, that the GM is just the quarterback. If this was the case, the GM would be directing the other players explicitly what they are to do on each play. As applied to any RPG, that would be the most horrible railroad of a campaign.

Now here's why the GM is not the quarterback (just another player). If the quarterback walks off the football field, a backup QB comes in and runs the offense and the game continues. If the GM walks away from the table the players go from playing football to playing baseball (or any other sport) because the next GM isn't running the same game as the first was. Unless, of course, you have two GMs that are sharing duty running one campaign.

If you are analogizing that football = Pathfinder then you must be trying to make the point that a GM is a GM is a GM and every one of them is running essentially the same campaign anyway. Which is kind of silly on its face. The Pathfinder rule set is not the football game, it's the world that the game is played in.

EDIT:

Anzyr wrote:
Did I mean offensive line? Sure go with that my ranks in Knowledge (Sports) are literally 0.
Given this fact, it's probably a bad idea to try analogizing a tabletop RPG with any kind of sport.

Please feel free to use the car metaphor, its simpler. (Though my ranks in Knowledge (Vehicles) is also 0.) And before you raise the "GM sameness" thing, no not all quarterbacks are the same even if their role is the same and no not all motors are not the same, even if their role is the same.


Anzyr wrote:
Kthulhu wrote:
Anzyr wrote:
No it is literally by definition correct. The GM is merely another player. His role is different but it grants him no additional authority or even "power".

The non-GM players each control only a single individual in the campaign.

The GM controls literally everything that is not those few individuals. If that isn't more power, I don't know what is.

That's an odd way to determine power. How does controlling a number of individuals in the campaign give the GM any additional "power"?

Also I didn't see your comment before my last post knightnday so let me address that here. First, without players the GM is merely writing a novel all alone, though I agree that the reverse is true. But in my group there are two frequent GMs, one of which being myself. Thus, to me "running" a campaign is nothing special. If I don't the other GM will, or vice versa. It's nothing special and it in no way makes my contributions any better then anyone elses. It's a different role certainly and its obviously important, but to carry my football metaphor, just because your the Quarterback doesn't make your contribution more important then any other member of the team.

LOL! Since when can the quarterback call penalties on the opposing team? Since when can the quarterback decide what down it is? Since when does the quarterback stay on the field even when the defense is out?

The GM is the REFEREE. He decides if you held or had a clean block. He decides if it is a touchdown or a turnover. And the referee is NOT just another player (affecting the game like that is unethical for a referee, and possibly a crime).

Quite frankly, your definition of referee as player leads to the worst kind of GMing imaginable. Once the ref starts playing the game, all of the fun gets taken away from the players... because you have taken away the refs' responsibility to be fair. With power comes responsibility... But not if the GM has no power (and is just another player)...


Anzyr wrote:
Simon Legrande wrote:
Anzyr wrote:
That does not mean the DM is not a player. It simply means that those characters are not players, which is accurate.

Here's why your football analogy is wrong.

Let's say, for a moment, that the GM is just the quarterback. If this was the case, the GM would be directing the other players explicitly what they are to do on each play. As applied to any RPG, that would be the most horrible railroad of a campaign.

Now here's why the GM is not the quarterback (just another player). If the quarterback walks off the football field, a backup QB comes in and runs the offense and the game continues. If the GM walks away from the table the players go from playing football to playing baseball (or any other sport) because the next GM isn't running the same game as the first was. Unless, of course, you have two GMs that are sharing duty running one campaign.

If you are analogizing that football = Pathfinder then you must be trying to make the point that a GM is a GM is a GM and every one of them is running essentially the same campaign anyway. Which is kind of silly on its face. The Pathfinder rule set is not the football game, it's the world that the game is played in.

EDIT:

Anzyr wrote:
Did I mean offensive line? Sure go with that my ranks in Knowledge (Sports) are literally 0.
Given this fact, it's probably a bad idea to try analogizing a tabletop RPG with any kind of sport.
Please feel free to use the car metaphor, its simpler. (Though my ranks in Knowledge (Vehicles) is also 0.) And before you raise the "GM sameness" thing, no not all quarterbacks are the same even if their role is the same and no not all motors are not the same, even if their role is the same.

I'm not familiar with "the car metaphor", but I suspect that it's as objectively false as the football metaphor.


the football knowledge on here is pretty damn funny.

And if I was to use the football analogy I'd say the DM is the referees and the opposing teams. If your team is optimized to be the Saints he'll match you against the Panthers. If you're group is the jaguars he'll give you the raiders or maybe a second rate european team full of injuries.

Edit: I suppose friendly npcs could count as the tight ends and linemen the dm is playing. He's also the spectators as he plays background people as well. He's also the field and stadium as he determines terrain and weather...this could go on and on but he isn't the qb

Scarab Sages

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As GM I do not use Magic shops or allow PCs to exchange loot of other things they want except in extreme circumstances that fit the game narrative. However:

- I try to give out personalized loot. If there's an archer in the party, they will find magic arrows and bows. Wizards will see wands, scrolls, and spellbooks. Characters will see magical versions of the weapons and armor they favor. If I see a player struggling with his character's low armor class, I will include a magical armor or protective item appropriate to that character in the loot somewhere.

- If a player really wants a particular item, I will make a quest out of it, allowing them to research the item's location and history, etc so that they can go out and find it.

- I give out "upgrade" items. For example: a magical gem which can give a sword or armor a +1 bonus (or improve an existing bonus) when affixed to an existing piece of equipment. I use this a lot with armors, as people tend to be picky about armor.

- I don't set any obstacles to the players crafting what they want.

Basically, I allow the PCs to be high-magic anomalies in my low-magic worlds.


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Here's why the football analogy didn't work for me. Because back when I WAS watching in the 80's, I never saw Jim McMahon walk on the field, wave a hand, and change the snow falling on Soldier's Field into streaks of multi-colored lightning and a rain of frogs.

Y'see, QBs are just guys in tight pants that throw well. They are more akin to players. The GM is more likely ALL of the things just on the outskirts of the plays. The GM is:

The distracting cheerleader on the sidelines
The snow coming down
The astroturf when you were expecting grass
The stress-induced heart attack the coach has
The league bosses who put the schedule together for that day
The air

All of these are the GM. Do they affect game play and thus might be considered players? Sure. But they are not exactly the same as the contributions of the other players, therefore the GM (IN MY OPINION) is not "just another player."

But there it is folks: opinion. This thread is about opinion, not fact, so everyone's right and no one is. Some people can think that GM = Player. Others may disagree with that opinion, and that's ok too.

Opinions are not fact. They should not be treated as such.

Personally I feel that the GM comes up with a game concept or chooses to run an AP. Then he sits down to play with his Players. Together they weave out the game with everyone contributing. But at the end of the day the GM decides the particulars such as what is available in the setting, what loot to give out, and what random encounters to drop. For this reason the Players should never demand any of these things from the GM, but should instead expect a reasonable amount of tolerance and consideration from the GM when making their decisions.

I would never as a player go up to my GM and say "I demand to fight a goblin tonight" anymore than I would say "I demand a +2 strength belt tonight." I would however have NO qualms saying "Y'know what'd be awesome? If we got to just completely WAIL on some goblins! It's been a long, stressful week and it'd be nice to flex a little in fiction! And hey; if said goblins just HAPPENED to have a +2 strength belt laying around, I wouldn't be sad..."

Now some GMs would drop a troll witch 6 riding an adult green dragon. Another GM would have a cave full of goblins guarding a +2 strength belt. Still another GM would have the goblins fight, then relent, bargaining with the PCs to go after the troll witch and his dragon and doing so with a +2 strength belt. Each style has their own merits.

If my player said this stuff to me, I'd ask why they're looking for the +2 strength belt, then decide if it would be game-breaking to just have some weird energy-gas that infuses power into the PC and gives him a 6/day use "strength surge" that grants him a +2 Adrenaline bonus to Strength for 1 minute/level. Then I'd throw in the goblins just to be nice. After all; he's had a hard day and all.


Chengar Qordath wrote:

Thank you for that, Mark. As you said, there's no wrong way to play the game.

I am curious to see how frontliners can keep up in AC at higher levels without magic items. It's notable that of the classic "Big Six" magic items fully half of them are AC boosters, (Amulet of Natural Armor, Ring of Protection, Magic Armor). Stat-boosting items can also fill that role, if it's adding to a stat that goes to AC.

As it stands, the only way I can see to get viable AC against an Adult Black Dragon (Which is at +21 to hit) is by focusing on some combination of defensive fighting/combat expertise that would tank the character's offensive ability. If pre-errate Crane Wing was part of the mix, that would help a lot.

Thinking about it, you could do it, but it would pretty much require you to have not one but at least two casting slaves. All of those things could be replaced by a cleric / wizard / druid casting shield of faith, magic vestment, greater magic weapon, and barkskin on the character. Then toss some a few animal affinity spells onto them and it's like having magic items...for a little while.

Unfortunately this has the negative side effect of not encouraging teamwork but instead forces you to have X class on your team to avoid missing out on normal stuff. It shows why full casters rule the school in low-magic worlds (because they have magic and others don't). You suddenly couldn't consider playing any non-casting martial unless you have a party of primary casters or at the very least a buff-slave from Leadership.


Ashiel wrote:
Chengar Qordath wrote:

Thank you for that, Mark. As you said, there's no wrong way to play the game.

I am curious to see how frontliners can keep up in AC at higher levels without magic items. It's notable that of the classic "Big Six" magic items fully half of them are AC boosters, (Amulet of Natural Armor, Ring of Protection, Magic Armor). Stat-boosting items can also fill that role, if it's adding to a stat that goes to AC.

As it stands, the only way I can see to get viable AC against an Adult Black Dragon (Which is at +21 to hit) is by focusing on some combination of defensive fighting/combat expertise that would tank the character's offensive ability. If pre-errate Crane Wing was part of the mix, that would help a lot.

Thinking about it, you could do it, but it would pretty much require you to have not one but at least two casting slaves. All of those things could be replaced by a cleric / wizard / druid casting shield of faith, magic vestment, greater magic weapon, and barkskin on the character. Then toss some a few animal affinity spells onto them and it's like having magic items...for a little while.

Unfortunately this has the negative side effect of not encouraging teamwork but instead forces you to have X class on your team to avoid missing out on normal stuff. It shows why full casters rule the school in low-magic worlds (because they have magic and others don't). You suddenly couldn't consider playing any non-casting martial unless you have a party of primary casters or at the very least a buff-slave from Leadership.

It can be done with out relying on magic at all.

Critical and tactical thinking are key to the success of such a party however. You cannot allow the "numbers" to decide the out come before making the attempt.
As the story from my statistics instructor illustrates... Numbers do not tell the full story.


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I don't agree with just dropping in goblins like it's DMs Greatest Hits Volume 1. To me that hurts immersion when you start last minute adding stuff on request that wasn't "supposed" to be there.

As for opinion, there comes a point where its no longer opinion and someone is just straight incorrect. If someone insists that World War II happened in 1842 and you say it wasn't and they tell you "well that's just your opinion" you can straight tell them they are wrong.

PRD wrote:
Game Master (GM): A Game Master is the person who adjudicates the rules and controls all of the elements of the story and world that the players explore. A GM's duty is to provide a fair and fun game.
CRB p. 396 wrote:
Judge: The Game Master must be the arbiter of everything that occurs in the game. All rule books, including this one, are his tools, but his word is the law.

It straight up says this in the book and continues

Quote:
Player: Just because he's playing dozens of characters during the course of a session doesn't make him any less a player than the others who sit at the table

He is a player i.e. participant not to be confused with Player. He should be enjoying himself too but his word is law.

I swear on these forums (now we're back to opinion) I see a concerted effort to undermine and trivialize the DMs role so the Player can get whatever they want. They want to put the DM and Player on the same ground because it's all about me and what I want and I'll manipulate and twist things anyway to get it. They're quick to quote rules and complain the DM is not following the rules right and there should be more rules so they can enforce them on the DM to be at more equal footing but as it says above and as D&D has always said, they are not equal. No where does it say in the book the rules are set as law. Nowhere does it say the Player(s) word is law. It says the DMs word is law. Now does it also say basically "If you're the DM, don't be a dick." ? Yes it does. But this doesn't change the fact that it states what the DM's role is.

He is not just another Player like the bankteller in monopoly that has a small additional role and doles out monsters to the group like he's splitting 100s into 20s. The book that defines what Pathfinder is also defines what the GM is for its game. Deal with it. If you want to change the DMs role for your game then go ahead and do it but if you want to be so anal about RAW then how about reading one of the most important rules written?


Damian Magecraft wrote:
Ashiel wrote:
Chengar Qordath wrote:

Thank you for that, Mark. As you said, there's no wrong way to play the game.

I am curious to see how frontliners can keep up in AC at higher levels without magic items. It's notable that of the classic "Big Six" magic items fully half of them are AC boosters, (Amulet of Natural Armor, Ring of Protection, Magic Armor). Stat-boosting items can also fill that role, if it's adding to a stat that goes to AC.

As it stands, the only way I can see to get viable AC against an Adult Black Dragon (Which is at +21 to hit) is by focusing on some combination of defensive fighting/combat expertise that would tank the character's offensive ability. If pre-errate Crane Wing was part of the mix, that would help a lot.

Thinking about it, you could do it, but it would pretty much require you to have not one but at least two casting slaves. All of those things could be replaced by a cleric / wizard / druid casting shield of faith, magic vestment, greater magic weapon, and barkskin on the character. Then toss some a few animal affinity spells onto them and it's like having magic items...for a little while.

Unfortunately this has the negative side effect of not encouraging teamwork but instead forces you to have X class on your team to avoid missing out on normal stuff. It shows why full casters rule the school in low-magic worlds (because they have magic and others don't). You suddenly couldn't consider playing any non-casting martial unless you have a party of primary casters or at the very least a buff-slave from Leadership.

It can be done with out relying on magic at all.

Critical and tactical thinking are key to the success of such a party however. You cannot allow the "numbers" to decide the out come before making the attempt.
As the story from my statistics instructor illustrates... Numbers do not tell the full story.

Can we get anything beyond a constant refrain of "tactics" and "numbers don't matter?"


Chengar Qordath wrote:
Damian Magecraft wrote:
Ashiel wrote:
Chengar Qordath wrote:

Thank you for that, Mark. As you said, there's no wrong way to play the game.

I am curious to see how frontliners can keep up in AC at higher levels without magic items. It's notable that of the classic "Big Six" magic items fully half of them are AC boosters, (Amulet of Natural Armor, Ring of Protection, Magic Armor). Stat-boosting items can also fill that role, if it's adding to a stat that goes to AC.

As it stands, the only way I can see to get viable AC against an Adult Black Dragon (Which is at +21 to hit) is by focusing on some combination of defensive fighting/combat expertise that would tank the character's offensive ability. If pre-errate Crane Wing was part of the mix, that would help a lot.

Thinking about it, you could do it, but it would pretty much require you to have not one but at least two casting slaves. All of those things could be replaced by a cleric / wizard / druid casting shield of faith, magic vestment, greater magic weapon, and barkskin on the character. Then toss some a few animal affinity spells onto them and it's like having magic items...for a little while.

Unfortunately this has the negative side effect of not encouraging teamwork but instead forces you to have X class on your team to avoid missing out on normal stuff. It shows why full casters rule the school in low-magic worlds (because they have magic and others don't). You suddenly couldn't consider playing any non-casting martial unless you have a party of primary casters or at the very least a buff-slave from Leadership.

It can be done with out relying on magic at all.

Critical and tactical thinking are key to the success of such a party however. You cannot allow the "numbers" to decide the out come before making the attempt.
As the story from my statistics instructor illustrates... Numbers do not tell the full story.
Can we get anything beyond a constant refrain of "tactics" and...

Sure... How about "think" and stop assuming it is impossible?

When I have time this weekend I will type up how we handled the dragon with out using magic.
Until then why not try and see if you can come with a set of tactics that would work?


Barbarian stands near archer and readies an attack.
Archer angers dragon with ridiculous clustered shots damage.
Dragon flies in to snatch archer.
Barbarian strength surges and grapples the dragon, halting its movement. Phalanx fighters go full-attack crazy while the dragon is grounded.

That would work, right?


MattR1986 wrote:
CRB p. 396 wrote:
Player: Just because he's playing dozens of characters during the course of a session doesn't make him any less a player than the others who sit at the table
He is a player, i.e., participant not to be confused with Player. He should be enjoying himself too but his word is law.

That's interesting. I have to stand corrected on that. According to Pathfinder, the DM is a player. I wonder, though, if 1st and 2nd Editions saw it that way? (Of course, Rule 0 means the DM could just say, "I'm a participant, not a player.")

If I'd written that small section of the CRB, I would have used 'participant entitled to have fun' instead of "player," there. Doing it as they did seems to have opened the door for absurdities like, "The DM is just another player."

So ... he's a player and much, much more. I can live with that, even if I'd not phrase it that way.

[On the other hand, does that justify DMPCs? :D]


Doubt it Jaelithe, DMPC's are a far cry from the default assumption of the GM is the world and doesn't have a PC.


kyrt-ryder wrote:
Doubt it Jaelithe, DMPC's are a far cry from the default assumption of the GM is the world and doesn't have a PC.

Rats. ;)


It looks to be put there in that context as player i.e. participant because they're talking about people at the table. From a quick look on the PRD it doesn't look like PF distinguishes between Players (people who play PCs) and players (participants) and always uses lowercase. This is unfortunate.

And AFAI can recall it has always been that way and 2nd edition explicitly said the same thing, probably in the Dungeon Masters Guide as well as in the PHB. IIRC my 3.0 PHB said the same.

If anything it's going to need to be stated more and more explicitly the more Players try to marginalize the DMs position.


lemeres wrote:

Yeah, this has always been something that made me wary of specialization and things like exotic weapon feats.

Greatswords, longswords, daggers, bows, spears, and other such common martial and simple weapons? Sure, those will be common enough that it is believable people enhance them, and then they die horribly and add to a dragon's hoard. But a flying blade build? That might be a bit odd that you keep on finding better and better magical versions of those as you go on your journeys.

We tried something to fix this, weapons cannot be enchanted in our game, "Mana Stones" are made and can be placed in any masterwork weapon, only one stone per weapon (double weapons can have one for both ends)

Player only have to arrange themselves to get a masterwork version of the weapon they enjoy and then buy a "Mana Stone" that correspond to what they need, a "Frost Keen + 2 mana stone" for exemple.

We use the same logic for armor and shields.

Incompatible abilities simply does not work but you can use for instance a "Vorpal +5 Mana stone" on a trident and get yourself a +5 trident.

We even allowed to deplete a "Mana stone" to enchant 50 pieces of ammunition, or deplete 50 pieces of magical ammunition with the same enchantment to create one "Mana stone" 25 +1 crossbow bolts and 25 +1 arrows can be transformed into a +1 "Mana stone" and a pile of 25 masterwork bolts and masterwork arrow.

We ruled that the process take 1 hour per +1.


RDM42 wrote:
Arachnofiend wrote:
...How is a finesse fighter a "Frankenstein's monster"? This is a very basic and archetypal build. Outside of tabletops the good guy is usually the finesse fighter and the two-handed power attacker is his big stupid antagonist. Paizo has given us exactly two ways to play the finesse fighter: you can Dervish Dance (and have to explain why your character is using a scimitar in a new and interesting way every friggin time) or you can use the Agile enchantment. I'm praying for a generic dex-to-damage feat so I don't have to deal with this crap anymore but until then I have to appeal to the GM if I want to play my kind of character.
I would probably invent such a feat. And possibly port a version of deadly aim as a feat usable with melee weapons that are finessed.

Piranha Strike replaces Power Attack. I recall seeing a 3rd part feat (Improved Weapon Finesse?) that would allow Dex for damage bonus.


Thac20 wrote:
RDM42 wrote:
Arachnofiend wrote:
...How is a finesse fighter a "Frankenstein's monster"? This is a very basic and archetypal build. Outside of tabletops the good guy is usually the finesse fighter and the two-handed power attacker is his big stupid antagonist. Paizo has given us exactly two ways to play the finesse fighter: you can Dervish Dance (and have to explain why your character is using a scimitar in a new and interesting way every friggin time) or you can use the Agile enchantment. I'm praying for a generic dex-to-damage feat so I don't have to deal with this crap anymore but until then I have to appeal to the GM if I want to play my kind of character.
I would probably invent such a feat. And possibly port a version of deadly aim as a feat usable with melee weapons that are finessed.
Piranha Strike replaces Power Attack. I recall seeing a 3rd part feat (Improved Weapon Finesse?) that would allow Dex for damage bonus.

Ah yes. Forgot that one.


Regarding the GM as just another player, do people not read the core book? The core book makes it clear that they are not just another player, but the person in charge of the game at the table.

1. It is stated on page nine that most GMs have house rules and, therefore, players and GMs should talk to ensure that everyone is on the same page. In other words, by default the authority as to how the game will be played for a given campaign (including which material) rests with the GM. As such, players should not just assume that the game is being run a certain way. Players and GMs should, therefore, talk to ensure that everyone understands the GM's house rules.

If there is any doubt to the default position being that the GM is in charge of the campaign including which rules are used and how the game is played, the book states under GM fiat that "the GM is the law of the game" (p. 402). As for those players that refuse to accept the GM's decisions, a page or two later, the advice to GMs is to remove players that are uncooperative and won't accept the GM's decision despite having talked to firmly.

Given, the above, I don't think it can't be anymore clear that the default assumption regarding the GM is that he or she is not just another player. He or she is, by default, the person in charge of the campaign (including allowable material and how the game will be played a t the table) whether individual players like it or not. Now, some GMs may choose to give up some or all of that "authority" and that is fine. However, it is an individual choice made by that GM.


Hey guys, what's going on in this thread?

How's that discussion about magic item availability going?


Rynjin wrote:

Hey guys, what's going on in this thread?

How's that discussion about magic item availability going?

Well it seems to have meandered a tad... but it is still in the same general area.

to help get things back on track how about we take another look at the Original Post that started this whole mess?
Malwing wrote:
I noticed a trend when it comes to theorycrafting in preparation to play a character or advice given for character creation.

Only the one trend? I have noticed a large double handful of (IMO detrimental) trends... But that does not address your questions. Moving on...

Quote:

It is generally assumed that you will have certain equipment or that your best equipment will be the type of equipment you specialize in.

For example, if you're planning to play a monk, it's assumed that you'll eventually get an Amulet of Mighty fist. If you're a fighter, you're assumed to get a Gloves of Dueling or that you're definitely going to get you are going to be using a greatsword from lvl 1-20.

Now enhancement bonuses and minor crafting are a given but does anyone else see it as odd that nobody really assumes that loot is going to be very random and/or what you want to buy isn't available? I guess you could craft what you want but the need for stuff is usually relegated to the people who are the worst at it, so if you want it you have to spend some feats to do that rather than doing anything else you could be doing.

No; I do not find it odd that players just assume they will get Magic Macguffin X at level Y because they designed the character to have it.

I find it to be arrogant and presumptive.

Quote:
Do most GMs just hand out what their players want out of loot/shops?

no, I do not. Magic shops (when they can be found) typically only sell consumables. On rare occasions one may find the odd Item or two but it is purely random as to what the bloody thing may be.

If the player truly wants Item XYZ then they will probably have to quest for it. Or commission it(Crafting feats are banned at my table) and even then the artisan may not take cash for it but rather trade in services (IE: Quest for it).
Quote:
Fighters get 4 tiers of weapon training, does 2-4 ever even get used?

They do when I run Fighters, and when Fighters see play in my settings.

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