
alexd1976 |

My group doesn't co-ordinate too much during character creation, we just try to make sure SOMEONE has healing magic to fix us up between fights, and we generally have some kind of arcane person...
We often play the same types of characters in different campaigns (I'm usually a melee/ranged dps non-caster type, another guy likes playing healers/support etc).
So yeah, I guess the concept of the party is still alive and well, we just don't sit down together and min-max as a group.
We min-max alone, then make it work during play. :D

John Lynch 106 |

Too many options has led Pathfinder to basically have no options because it "rewards specialization", unless you're lucky to find a DM who bans these uber builds and asks players to create characters based on their personality rather than how well they Trip.
Every DM I've played with has sought to bring these uber builds in line to something reasonable in an effort to make the game enjoyable for all. Almost all players have also sought to restrain themselves from these uber builds for the enjoyment of all. I've also always seen Wizards coordinate with other players to ensure that the wizard didn't step on other people's specialisations (although they did act as a backup with minimal effort).

Atarlost |
I think this is one of those cases where delivery matters a lot. I mean, there's a big difference between giving advice in a polite and friendly manner versus going: "God, why are you so stupid? Everyone knows that X is way better!" Granted, the problem might be that Mark is saying the former, while the people he's talking to are hearing the latter.
The fact that he's frustrated enough to turn around and complain about it on the forums lead me to suspect his delivery is probably more like the latter than he thinks. Bad feelings tend to leak through when communicating in person or through speech.

Mark Hoover |

No I think A-lost and CQ both make good points. I admit I can come off as a judgmental a-bomb sometimes and delivery is key. I try to be as non-aggressive and helpful as possible when making comments like this but I'm sure there are times when I fail that RL Diplomacy roll you know?
I'm trying. I'm trying to be a better player, I'm trying to be a better GM, I'm trying to do better in general. I'm not always good at it which is why I'm so self-deprecating. My only hope is that folks playing with me are so motivated.
The frustration arises with the player that ALWAYS makes spotlight characters but when their unique niche isn't useful in every game, they freak. Or how about the folks that proudly create their character in a vacuum not wanting anything to influence THEIR character, then when they show up they have glaring issues like no ranged attack or ill-chosen spells. Just that these players are in my games doesn't bother me.
Getting yelled at for trying to help does.
You guys are right, sometimes I'm a jerk. But sometimes I'm downright sheepish. Sometimes I'm just like "Hey, if you want a ranged weapon I have a sling and sling bullets..." and I get cut off mid-sentence by a comment about not telling someone how to play their character.
Then later when I suggest we have a common goal to strive for in a sandbox game, like let's all pick one hex we want to explore or maybe we all have a common business or even our own pirate ship. Suddenly I'm being controlling. I don't mean to be and if I come off that way I always apologize sincerely. My goal is always just to improve things. Also I know how hard it is on the GM to have 5 players running 5 different ways, so I'm trying to make things easier too.
But I've run into folks over the years who take any feedback to their style, tactics or builds as a pointed finger no matter HOW I phrase it. I have a thick skin, but when the follow up is spiteful, about how this person WON'T adopt any suggested change just on principle... that's how this thread came up.
Yet again I'll say: its probably just me. As I've agreed now a few times, sometimes I'm just not smooth. I guess I'm falling into a trap a lot of my older gaming friends are now. We look back not just on the mechanics of our younger games, but on the feel of it and strive to recapture some of that. I miss camaraderie, heroism, and unity in the party. No, I'm not just talking about optimizing roles though there was a lot of that starting with 3e. But I'm also talking about creating a sense that though we were four individuals we were ALSO a team, and that was just as important.

Atarlost |
But I've run into folks over the years who take any feedback to their style, tactics or builds as a pointed finger no matter HOW I phrase it. I have a thick skin, but when the follow up is spiteful, about how this person WON'T adopt any suggested change just on principle... that's how this thread came up.
That's part of the problem. You have a thick skin. That makes it hard to judge what someone with a thinner skin will react to.
Lots of people have a character they want to play even if it's not optimal. Or possibly a stable of a few characters they want to play that they can choose between based on party composition. If someone can't see their character using a ranged weapon that's strange, but as long as they aren't playing a backstabber or complete waste of space that you can't see your character putting up with that's kind of their prerogative. They might be in the wrong group, but low OP RP focused play is legitimate and if you're friends outside of gaming you might choose to put up with the mismatch.

TarkXT |
2 people marked this as a favorite. |

Mark Hoover wrote:But I've run into folks over the years who take any feedback to their style, tactics or builds as a pointed finger no matter HOW I phrase it. I have a thick skin, but when the follow up is spiteful, about how this person WON'T adopt any suggested change just on principle... that's how this thread came up.That's part of the problem. You have a thick skin. That makes it hard to judge what someone with a thinner skin will react to.
Lots of people have a character they want to play even if it's not optimal. Or possibly a stable of a few characters they want to play that they can choose between based on party composition. If someone can't see their character using a ranged weapon that's strange, but as long as they aren't playing a backstabber or complete waste of space that you can't see your character putting up with that's kind of their prerogative. They might be in the wrong group, but low OP RP focused play is legitimate and if you're friends outside of gaming you might choose to put up with the mismatch.
There's still a line that needs to be drawn though.
If the group is functioning well despite minor issues such as refusing to even chuck a spear when the situation warrants it then there isn't much that can be or really should be said. The group works and the guy is having fun.
However, if the group constantly finds itself going from one grueling near death experience to another on even very basic throw away encounters because "muh character" than something has to be done. I prefer in-character talk myself.
Like instead of Mark going, "Hey next time we get into a red dragon fight I've got a sling and some bullets you can use. I noticed your frustration during that fight with BLOODAXE GORECURDLER and figured that might be a sensible solution to your boggle."
In character he can say. "Do you like standing there looking mean with your over compensating axe while on fire! Because that's precisely what happened! We've got a veritable armory of spears, wands, bullets, and kitchen implements you can hurl, shoot and spit in anger at things! Maybe try picking one of them up rather than looking confused when the giant lizard of fire comes barreling out of the sky!"
Keeping it in-character can be somewhat more impactful and less insulting to the play of the other player. You are not acting from the stance of a controlling player but a character whose life is on the line by dint of another's stupid actions. That says a lot more.

Cap. Darling |

My group will break down all of the classes down into the 4 basic groups. Put them on index cards with a number next to the classes. Randomly pull the cards for your roll in the party. Then roll whatever die you need to roll to figure out what class out of your "job" group your playing. It covers all of your group's needs but no one will be playing the same thing every time.
Is this for Real? Do you have the cards on computer? I am very curious about this system. I cannot even imagine any of the guys i play with submitting to somthing like that. Or guess how the Classes are groupd.
Sorry if this sounds sarcastic that is not the intention. One of the big draws for me here is to see how others play the game.
Chengar Qordath |

Atarlost wrote:Mark Hoover wrote:But I've run into folks over the years who take any feedback to their style, tactics or builds as a pointed finger no matter HOW I phrase it. I have a thick skin, but when the follow up is spiteful, about how this person WON'T adopt any suggested change just on principle... that's how this thread came up.That's part of the problem. You have a thick skin. That makes it hard to judge what someone with a thinner skin will react to.
Lots of people have a character they want to play even if it's not optimal. Or possibly a stable of a few characters they want to play that they can choose between based on party composition. If someone can't see their character using a ranged weapon that's strange, but as long as they aren't playing a backstabber or complete waste of space that you can't see your character putting up with that's kind of their prerogative. They might be in the wrong group, but low OP RP focused play is legitimate and if you're friends outside of gaming you might choose to put up with the mismatch.
There's still a line that needs to be drawn though.
If the group is functioning well despite minor issues such as refusing to even chuck a spear when the situation warrants it then there isn't much that can be or really should be said. The group works and the guy is having fun.
However, if the group constantly finds itself going from one grueling near death experience to another on even very basic throw away encounters because "muh character" than something has to be done.
Seconding this. Speaking from experience, there are definitely people who just really don't get how to make or play a remotely effective character, yet will stubbornly stick to their guns even as their strength-based TWF Kobold fighter continues flailing away at the enemy with a negative to-hit bonus for d6-1 damage.
Those sorts of players are inevitably frustrated by how ineffective their character is, yet at the same time refuse to accept that their character's failings are a result of their own build choices. Instead it's that the GM is making encounters too hard, or the other players are all powergaming to make them look bad, or just blaming unlucky dice.

Orfamay Quest |

DM_Blake wrote:I'm going to stop this here, because the moment you say the word "audition", you've broken the typical scenario that I see happen and the scenario that I was actually talking about. That type of party formation is covered in the two sentences after the ones you quoted.kestral287 wrote:If the party is meeting up in a tavern, it breaks things for me if they all just so happen to work wonderfully together. I just don't like how contrived that is.Maybe.
Imagine this:
It's August, 1960, in England. Pete Best (a rock drummer) walks into an audition for a new group.
So change it slightly; the problem remains. August 1960, Liverpool, at The 196,418 Rabbits. (The landlord named his new pub The Two Rabbits back in 1887. Lapin a l'Anglaise is one of the specialities on the menu). Pete Best is sitting with his four best mates when one of them suggests they make a band.
"George," Pete says. "We're all drummers. Where are we going to get gigs? Who's going to pay to listen to us? Now, if you could learn to play guitar, and if Paul over there could learn bass -- even left-handed -- we might have something there."
Upon hearing this voice of common sense, the group decided instead to open an auto body shop, which eventually become one of the most commercially successful companies in postwar Britain. With their invention of the Beatle, a tool for beating dents out of quarter panels [rear wings], they revolutionized the auto repair industry. Lord Best of Ropewalk later told the BBC in an interview "Yeah, John, Paul, George, Stu, and I thought for a while about starting a band, but realised we were rubbish and took another path instead."
---
Now, if you want to have the village of Ropewalk attacked during DrummerCon (or MonkCon) and it's all-heroes-to-General-Quarters, then you might have a strongly unbalanced party. But if they're going to become professional adventurers, they're going to realize very quickly that they need a variety of skills. So they'll either branch out in their skills, or, more likely, "realise that they are rubbish and take another path instead."

kestral287 |
The last part, after the break, is basically what I'm aiming at. It is, again, what a lot of the APs tend to do (all the ones I've taken a real look at the intros to, though that's only like four so it's certainly possible I just so happened to pick the four that did that). It's what a lot of home-built games that I've seen do. In fact I've only ever even attempted to join one that pulled some kind of shared-backstory style event and it didn't get off the ground (I have GM'd a second, in that the group was drafted into a military prior to the game's start, but that one didn't go far either). The rest were a group of disparate heroes who learned to work together because the alternative was far worse.
Now, if we really cared to...
They might choose to turn their backs on the free stuff, the acclaim, the promise of further adventures, the knowledge that things are definitely not quite right in Sandpoint, and split up the party by going their own way. The end of Book One is where I'm looking; it's the first place I can see that really has a breather where the PCs might have that kind of conversation, a time when there's no immediate danger to force the conversation to "hey, we sure could use a Wizard, but two Fighters are still going to last longer than one Fighter". So we're a sixth of the way through the AP... and then the start of Book Two's hook is also an incredibly easy plot point to pull them back together if needed, as one member quickly becomes relevant to a series of murders. Same scenario reinitiated, though it's not quite as strict as the first book.
Now yes. It's possible that our merry band of heroes does have somebody leave anyway, or die in the line of "this would be so much easier if we had a Cleric" duty. And in such case the auditions scenario becomes far more appropriate, because now there is actually some shared history going on with the party. That's the easy and convenient fix if a player is unsatisfied with how the party is built... but I haven't seen that yet (unsatisfied with their own character, certainly, but I've never seen "Man, this game would be so much more fun if our party was better built because I went Barbarian instead of Wizard").
*Shrug* To each his own. I freely admit that my opinion is developed from my experiences and those aren't the same for anybody. But I see a lot of "you are forced to work together for Reason A", and not so much working together out of choice (at least initially; ideally and typically the party grows into it), and thus it breaks the world for me when characters who are forced to work together just so happen to be awesome at that out of the gates.

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The last part, after the break, is basically what I'm aiming at. It is, again, what a lot of the APs tend to do (all the ones I've taken a real look at the intros to, though that's only like four so it's certainly possible I just so happened to pick the four that did that).
Legacy of Fire sort of split the difference. The game starts where you don't know each-other much (though you've traveled together for a bit before the opening scene), but you were all hired on as mercenaries by the same person, so it makes sense that she would have hired a reasonably balanced party.

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I wonder how all this factors into open-recruitment PbP games. The campaign I'm currently running started with the PCs (strangers at the time) meeting at a local festival and then a body drops out of the sky in their midst. Adventure ensues.
So within the narrative, there's no reason for them to make sure they're a well-balanced party. But since it's a PbP campaign for which I did open recruitment, I was able to look at the pool of available characters and decide on a party that I felt I could run a good game for. That decision included party balance (and plenty else, of course).
So where a pre-determined group of players deciding on party dynamics for that adventure might have felt "contrived" to me, the PbP recruitment selection didn't have that feel.
Hm. Not really sure where to go with that, but there it is.

tim doyle 268 |
tim doyle 268 wrote:My group will break down all of the classes down into the 4 basic groups. Put them on index cards with a number next to the classes. Randomly pull the cards for your roll in the party. Then roll whatever die you need to roll to figure out what class out of your "job" group your playing. It covers all of your group's needs but no one will be playing the same thing every time.Is this for Real? Do you have the cards on computer? I am very curious about this system. I cannot even imagine any of the guys i play with submitting to somthing like that. Or guess how the Classes are groupd.
Sorry if this sounds sarcastic that is not the intention. One of the big draws for me here is to see how others play the game.
No unfortunately we never got around to scanning them. It came into play a few years ago after we had a player who was just playing the same thing every campaign. We were kind getting bored with it, so one of the guys thought why not have everyone randomly roll for classes. The down side was 4 tanks and nothing else. So we ended up splitting up the classes with a divine, "fighter", skill monkey, and caster. Sure some of the classes are on two cards but you build for the job you draw. Like rangers fall into the "fighter" and skill monkey groups but you can build either way depending on the feats you take.

Cap. Darling |

Cap. Darling wrote:No unfortunately we never got around to scanning them. It came into play a few years ago after we had a player who was just playing the same thing every campaign. We were kind getting bored with it, so one of the guys thought why not have everyone randomly roll for classes. The down side was 4 tanks and nothing else. So we ended up splitting up the classes with a divine, "fighter", skill monkey, and caster. Sure some of the classes are on two cards but you build for the job you draw. Like rangers fall into the "fighter" and skill monkey groups but you can build either way depending on the feats you take.tim doyle 268 wrote:My group will break down all of the classes down into the 4 basic groups. Put them on index cards with a number next to the classes. Randomly pull the cards for your roll in the party. Then roll whatever die you need to roll to figure out what class out of your "job" group your playing. It covers all of your group's needs but no one will be playing the same thing every time.Is this for Real? Do you have the cards on computer? I am very curious about this system. I cannot even imagine any of the guys i play with submitting to somthing like that. Or guess how the Classes are groupd.
Sorry if this sounds sarcastic that is not the intention. One of the big draws for me here is to see how others play the game.
shame. And thanks for getting back.

tim doyle 268 |
tim doyle 268 wrote:shame. And thanks for getting back.Cap. Darling wrote:No unfortunately we never got around to scanning them. It came into play a few years ago after we had a player who was just playing the same thing every campaign. We were kind getting bored with it, so one of the guys thought why not have everyone randomly roll for classes. The down side was 4 tanks and nothing else. So we ended up splitting up the classes with a divine, "fighter", skill monkey, and caster. Sure some of the classes are on two cards but you build for the job you draw. Like rangers fall into the "fighter" and skill monkey groups but you can build either way depending on the feats you take.tim doyle 268 wrote:My group will break down all of the classes down into the 4 basic groups. Put them on index cards with a number next to the classes. Randomly pull the cards for your roll in the party. Then roll whatever die you need to roll to figure out what class out of your "job" group your playing. It covers all of your group's needs but no one will be playing the same thing every time.Is this for Real? Do you have the cards on computer? I am very curious about this system. I cannot even imagine any of the guys i play with submitting to somthing like that. Or guess how the Classes are groupd.
Sorry if this sounds sarcastic that is not the intention. One of the big draws for me here is to see how others play the game.
Not a problem.

John Lynch 106 |

My group's have always done the same, minus the random element. There's universally recognised roles (tank, healer, caster, magical trap disabler). Everyone either doesn't care or has a few preferences of what they DON'T want to play due to their history (typically the person who always gets stuck playing the healer doesn't want it). Then everyone gets to choose whatever class they want. Sometimes someone will go a really bizarre choice at picking a class to fill their assigned role which might require negotiating with other players to pick up a spell or two to help cover their downfall. But the onus is always on the player to fulfill their assigned role.

RDM42 |
My groups usually have at least one guy who hangs back and picks something not covered anyway. It's a good way to ensure that you have a niche that is valuable within the party. If the party has no ranged capacity building an archer will get you immediate 'screen time' without stepping on someone else.

UnArcaneElection |

{. . .}
No unfortunately we never got around to scanning them. It came into play a few years ago after we had a player who was just playing the same thing every campaign. We were kind getting bored with it, so one of the guys thought why not have everyone randomly roll for classes. {. . .}
Did anyone ever figure out why this play was always playing the same thing? You'd think it would be boring for that player . . . .

LivingDedBoy |
tim doyle 268 wrote:{. . .}
No unfortunately we never got around to scanning them. It came into play a few years ago after we had a player who was just playing the same thing every campaign. We were kind getting bored with it, so one of the guys thought why not have everyone randomly roll for classes. {. . .}Did anyone ever figure out why this play was always playing the same thing? You'd think it would be boring for that player . . . .
I generally play the same thing with different flavors... it doesn't get boring to play provided you find ways do it in differently each time.
The party is alive in a sense... my group generally talks before beginning and people choose the role they like best though no one likes being a healbot so everyone tries to build some form of healing into their character. The character motivations are left up to the individual but generally we choose things that will at least get us into the right path for the adventure or our DM kinda makes it unavoidable.
As to planning before running into an encounter. We've been playing together long enough that we kind of have an idea what each of us is going to do so little planning needs to be done.
That being said, it makes sense for a group of 1st level adventurers who've never grouped up together before to have different and sometimes competing ideas and think that everyone is on the same page in the same book.

kestral287 |
I wonder how all this factors into open-recruitment PbP games. The campaign I'm currently running started with the PCs (strangers at the time) meeting at a local festival and then a body drops out of the sky in their midst. Adventure ensues.
So within the narrative, there's no reason for them to make sure they're a well-balanced party. But since it's a PbP campaign for which I did open recruitment, I was able to look at the pool of available characters and decide on a party that I felt I could run a good game for. That decision included party balance (and plenty else, of course).
So where a pre-determined group of players deciding on party dynamics for that adventure might have felt "contrived" to me, the PbP recruitment selection didn't have that feel.
Hm. Not really sure where to go with that, but there it is.
Sort of becomes a necessity for PbPs if the GM picks on those merits. I don't like it, but I understand that you can't necessarily ask for a shared backstory. At the same time, I can't blame a GM who picks a balanced party, because yeah, they probably are easier to handle.
At the same time, "balanced party" annoys me less than "this guy's a Druid with an animal companion who just so happens to focus on flanking, even though the Druid doesn't, and this guy's a Vivisectionist Alchemist. They've never met, but now they fight evil!"
In related news, two days ago a buddy and I actually did write shared backstories for a pair of characters. The shared portion of mine was intentionally written vaguely (as he hadn't finished yet) and was much shorter and had much less impact than the rest of the backstory. It was my idea to write it, based on this thread, so we'll see how it plays out.

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Party vs individual PCs is a pretty tricky concept.
One extreme is a juxtaposition of characters with no balance, no cohesion in combat and actually no reason to adventure together.
The other one is cogs in the machine. And god help you if your PC is not finely tuned to the exact level of optimization of the rest of the party.

SilvercatMoonpaw |
I was in an email discussion with a fellow player today and one of their comments amounted to: we shouldn't have to huddle before every fight or buff ourselves outside every door.
I thought: why not?
Because some of us are bad at it and we feel like the game has promised us we don't have to.
I see it as a failure of the game or the people recruiting for it not laying out that this game has a lot of tactics in it and is going to feature at least a few moments of the tacticians talking that are going to bore those of us who just want to run in and smash.
At least in my case I play-by-post so it's okay for me to zone out and play a video game while I wait for the tacticians to come up with the plan. I can't imagine how boring it must be for people who are at a table with one of those GMs who says you can't play phone games or something.