What happens to Adventurers who don't prepare?


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Lamontius wrote:
I would be curious to hear, based on a lot of the opinions being thrown around, which ones come from people who regularly play PFS and which ones come from those who do not play much/any PFS

I don't run PFS...

but then, since I haven't expressed an opinion on this thread, that doesn't help your curiosity:)


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I only participate in disorganized play.

Grand Lodge

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I participate in too much organized play.


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TriOmegaZero wrote:
I participate in too much organized play.

Oh Tozzle-Woz, I was expecting something along the lines of:

I don't always play homebrews, but when I do...

It's always with wands of CLW.

Because TriOmegaZero is: the most INTERESTING gamer in the world.

When he sits in on a game, d20s roll to save

His characters have characters

BBEGs confirm his crits for him

He is; the most INTERESTING gamer in the world

Shadow Lodge

I'm on vacation, you'll have to pick up the slack Marky Mark.


I don't play 'organized' play but I have played most major A.P.'s AND generally have 30+ years experience, so I stand by my opinions. One of my game changes is for wands to have 10 charges for the same cost. Gives me the desired level of 'backup' but means characters are on a higher tightrope and have to think, plan, organise their response to challenges.


Lamontius wrote:
I would be curious to hear, based on a lot of the opinions being thrown around, which ones come from people who regularly play PFS and which ones come from those who do not play much/any PFS

I am a total newbie at PFS. Mostly I play with friends.

I would be shocked if I sat at a PFS table and no one even attempted to get some teamwork going...


In a group of friends, you can afford to specialise - the fighter does the damage, the cleric heals and cures conditions, the wizard blasts or battlefield-controls, and the bard is focused on social skills and mind control. Teamwork!
But in PFS you often (I think) have a completely random collection of adventurers stuck together.
If you aren't co-ordinating characters, you should try to be prepared for anything. If you can't deal with a harpy archer and a swarm of wasps attacking you while you're in a boat, there's no reason to assume anyone else in your group can either.


I wrote down the main stats of our "did I have to bring my charactersheet" witch. She basically played along in non combat and casted slumber and web. She was quite effective :)


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Preparing is for people to don't have the REAL TALENT to succeed without preparation.


My old group and I had no problem with new players learning their character since they are new. They will make mistakes and we often suggest ideas so they don't in and out of combat.
Regarding players that are experienced that is another issue. Had a couple of players who choose to do stupid things like play characters actually unfit for combat. My character is all about RP is an excuse I've heard and don't tolerate. I inform my players combat will happen and I don't pull punches. I'm not a killer GM but I don't baby a party because they make mistakes they shouldn't. Most of my old group was older more experienced so we don't make many mistakes. We know each other all being friends so no matter the character we play we manage to work as a team. Mistakes happen but not many and not so badly we get killed.


Pet Peeve.....players who are sorting out stats and kit right upto the very start of the campaign


master_marshmallow wrote:
Ascalaphus wrote:
Are we talking "I didn't bother to calculate my HP, is that important?" level unprepared, or "encumbrance?" unprepared, or "alchemical items...?" unprepared?
We are talking: "My character hates magic so he doesn't use it therefore when the enemy is a flying wizard all I can do is stand still on the ground and rage at my DM."

The crossbow is your friend.:)

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

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Thread title wrote:
What happens to Adventurers who don't prepare?

They cast their spells spontaneously, of course.

;)


What worries me about this setup is that there are people who seem to believe there is only one way to play the game, or only one person can save the day for the party(I. E. You need the ONE GUY who can cast dispel magic, the ONE GUY who will find the ONE NOTE in the ancient crypt detailing the weaknesses of the enemy, etc.). When an adventure is set up that way, it can lead to disaster.


Mark Hoover wrote:
You're right; smokesticks have no effect. Nor do tanglefoot bags.

The most likely effect: trying to use them will make it worse.


They touch an artifact that ruins their character concept. If alignment is important, don't draw from any decks! Get a phylactery of faithfulness.


The standard conversation in my group goes like this:

Paladin: "Okay, we have a strategy for everything except succubi..."
CE Sorcerer: "I'll seduce any succubi we see to our side."
Rogue: "What if something we can't plan for happens?"
Alchemist: "That's why I have this haversack full of Alchemist's Fire."

Never underestimate how much can be solved by being prepared to blow up everything around you.


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I joke that if I ever have to play Ravenloft again I'll show up with a stack of characters. Each one has a barrel of burning oil that will lite from a lamp if they fall over dead.:p

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