You're Doing It Wrong


Pathfinder First Edition General Discussion

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Grand Lodge

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From your personal experiences playing and/or running Pathfinder games, what are some things you've seen people doing blatantly wrong in terms of rules? I'm not talking about problematic attitudes, boring plots, or awkward house rules here, just people unintentionally messing up the actual rules of the game.

Another title for this thread could be: "What are some often overlooked or misunderstood Pathfinder rules?"

For me, it would be all the very popular spells that have a casting time of 1 round that are often allowed to be cast as a standard action because nobody remembers their actual casting times.

Another common mistake is that the Diplomacy skill is not an unlimited charm person spell, no matter how high your bonus is.

Also, in the ongoing debate about how arcane spellcasters can easily duplicate lots of traditional rogue skills, people always forget that stuff like knock and disguise self still require skill checks, they're not instant success win buttons.


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Forgetting that shooting through any other creature's space gives your target soft cover. And then complaining about how strong archery is.

Grand Lodge

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Prince Yyrkoon wrote:
Forgetting that shooting through any other creature's space gives your target soft cover. And then complaining about how strong archery is.

Oh yeah, this is another big one for me.

Another would be the commonly overlooked rules regarding corners, specifically with regard to line of sight, attacks of opportunity, and cover.


Prince Yyrkoon wrote:
Forgetting that shooting through any other creature's space gives your target soft cover. And then complaining about how strong archery is.

Do multiple people providing soft cover from a single shot stack?


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Lesser restoration (and it's bigger siblings) takes 3 rounds to cast.


Prince Yyrkoon wrote:
Forgetting that shooting through any other creature's space gives your target soft cover. And then complaining about how strong archery is.

Archery is strong even with that (I've never forgotten that rule of the one with corners and line of sight). What makes it so strong is the options available to it, which other ranged weapons do not have. Of course, I'd rather see the other ranged options get better than drag archery down.

As for the OP - grappling rules. They're so complex that it's difficult to get right. Even saw one player believe that she could initiate a grapple and do grapple damage on the first round. Then on the second round, confirm the grapple, do grapple damage, then do flurry of blows. And with all this, she couldn't understand why people thought monks were weak.

Liberty's Edge

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I would say encumbrance tends to be overlooked. How exactly is a Fighter with 7 str going to carry all his equipment. Not to mention money as well. Using Herolab a character I had built with a 12 str was heavily encumbered. Carrying around 5K of go will do that.

Sovereign Court

bookrat wrote:
(I've never forgotten that rule of the one with corners and line of sight).

I'm curious what you mean by this, which rule are you referring to? I ask because a lot of people misunderstand the rules surrounding corners and line of sight/cover.


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Mounted combat ... sometimes is just.... bit to complex for my mind to even point a finger on ppl that use it "wrong"

Scarab Sages

PłentaX wrote:
Mounted combat ... sometimes is just.... bit to complex for my mind to even point a finger on ppl that use it "wrong"

This will make it better, I promise.

As for the rest: encumbrance is just better off ignored for the most part. It provides zero fun in return for the bookkeeping effort involved.

I don't think I've ever seen anybody get the rules blatantly wrong outside of just ignoring rules that were inconvenient or otherwise got in the way of the fun.


Talon Stormwarden wrote:
bookrat wrote:
(I've never forgotten that rule of the one with corners and line of sight).
I'm curious what you mean by this, which rule are you referring to? I ask because a lot of people misunderstand the rules surrounding corners and line of sight/cover.

For ranged, any one corner of your square has to have a straight uninterrupted line to any corner of the opponents square, otherwise they have cover. Opposite is true for melee; if any corner of your square is blocked to any corner of their square, they have cover.

Edit: looked it up, and it looks like even I've been doing it wrong! So the rules text says that you pick one corner of yours and if it is blocked to *any* corner of the enemy's, then they have cover.


Mounted combat should just be handled as if they get a free move action. It accounts for the advantage mounts have, makes up for the silliness that is ranged mounted combat, gives martials something they can do in "epic" fights especially at high levels, and you still can't use them in dungeons well at all.

I don't mind encumbrance because how many players I run across carrying ridiculous amounts on their person. I track equipment for WBL anyways, so tracking encumbrance is not that hard.


Encumbrance is fairly easy since everyone is my group uses Hero Lab for character sheets. When it flags that you have medium encumbrance you can go through your character and say "oh yeah, those 20 torches and a tent I have been carrying around since first level. And the wand I got at second and have never burned a charge. And all those potions I never drank. Now that I am 12th level I should sell some of this junk."


Prince Yyrkoon wrote:
Forgetting that shooting through any other creature's space gives your target soft cover. And then complaining about how strong archery is.

At at 11th level, this goes away completely.


Yeah, I use a google doc everyone has access to when I'm GM. It is as much prep as it takes them to make the character to give me the excel information, and I copy/paste and maintain it.

I do think Handy Haversack might be a lot of my player's first four figure purchase though.


Philo Pharynx wrote:
Prince Yyrkoon wrote:
Forgetting that shooting through any other creature's space gives your target soft cover. And then complaining about how strong archery is.
At at 11th level, this goes away completely.

Only for full BAB archers. My poor inquisitor has to wait for 15 lvls!

Grand Lodge

1) Holding the charge for a spell. Many, have a hard time realizing, or believing it exists.

2) Choosing to use Acrobatics to avoid an AoO moving through a threatened square, means that if you fail the check, you lose the move action and provoke an AoO. You do not get to continue moving.

3) 5ft Steps can be made at any time during your turn, as long as you ave not used a Move action to move. Even between attacks, or after standing up from prone.


I've had a DM rule that I cannot hold a charge because it's overpowered.

I was playing a healer (the class) and I wanted to start combat with a cure spell held so I could dump it and cast a spell in the same turn to get two cures in the same turn.


Lulz really???

The only time I can potentially see any "abuse" is from life oracles who can literally over heal a person for temp hp...

But even that.. if a person is playing a dedicated healer Im happy as a DM... that means I can throw bigger beefsticks and that is 1 less guy potentially breaking the game... like every OTHER full caster...


Blackbloodtroll wrote:
2) Choosing to use Acrobatics to avoid an AoO moving through a threatened square, means that if you fail the check, you lose the move action and provoke an AoO. You do not get to continue moving.

Not exactly correct BBT, =) It's not his threatened square where you stop, it's his actual square, the square he is in, like rolling through his legs or trying to vault over him. You are not stopped by moving through a threatened area, you just provoke.

Scarab Sages

derpdidruid wrote:
Philo Pharynx wrote:
Prince Yyrkoon wrote:
Forgetting that shooting through any other creature's space gives your target soft cover. And then complaining about how strong archery is.
At at 11th level, this goes away completely.
Only for full BAB archers. My poor inquisitor has to wait for 15 lvls!

One of the big advantages archer rangers have is early access to those feats. They get access to improved precise shot at level 6.


Zen archer monks are nice like that too...

Zen archer monks are rediculous archers...


That if you get hit while using acrobatics you need to make a second check or be knocked prone.


Ten foot pits.

'mental actions' while paralyzed (see the thread about Fly spells while paralyzed).

Spell components. Eschew Materials is a feat, but every Wizard I have seen plays as if they got the feat for free...

Grand Lodge

Swashbucklersdc wrote:
Blackbloodtroll wrote:
2) Choosing to use Acrobatics to avoid an AoO moving through a threatened square, means that if you fail the check, you lose the move action and provoke an AoO. You do not get to continue moving.
Not exactly correct BBT, =) It's not his threatened square where you stop, it's his actual square, the square he is in, like rolling through his legs or trying to vault over him. You are not stopped by moving through a threatened area, you just provoke.

Sorry, I meant to say enemy space.


Quote:
Another common mistake is that the Diplomacy skill is not an unlimited charm person spell, no matter how high your bonus is.

It more or less is though...

"Once a creature’s attitude has shifted to helpful, the creature gives in to most requests without a check, unless the request is against its nature or puts it in serious peril."

But it does take a minute and a check before that to shift attitude levels every slot upward. Which does not make it useful in combat, if that's what you meant.

Quote:


Ten foot pits.

'mental actions' while paralyzed (see the thread about Fly spells while paralyzed).

Spell components. Eschew Materials is a feat, but every Wizard I have seen plays as if they got the feat for free...

Can you elaborate on these?

Note that the mental action regarding fly spell is ambiguous and controversial only because it's connected to a dex-based skill, and then "do you fall if you don't do anything?" blah blah. If by comparison we don't have any of that baggage, and all you want to do is think about chocolate cookies or something while paralyzed, or use a perm. telepathic bond to talk to your friends about cookies, I don't see any problem, is there still one?

Sovereign Court

andreww wrote:
That if you get hit while using acrobatics you need to make a second check or be knocked prone.

This is true, to a point. It is worth pointing out that this is only while using acrobatics to cross a narrow surface or uneven ground. That clause isn't in the avoiding AoO section or the jumping section.

Sovereign Court

bookrat wrote:
Talon Stormwarden wrote:
bookrat wrote:
(I've never forgotten that rule of the one with corners and line of sight).
I'm curious what you mean by this, which rule are you referring to? I ask because a lot of people misunderstand the rules surrounding corners and line of sight/cover.

For ranged, any one corner of your square has to have a straight uninterrupted line to any corner of the opponents square, otherwise they have cover. Opposite is true for melee; if any corner of your square is blocked to any corner of their square, they have cover.

Edit: looked it up, and it looks like even I've been doing it wrong! So the rules text says that you pick one corner of yours and if it is blocked to *any* corner of the enemy's, then they have cover.

The aspect of cover that I see folks get wrong a fair bit is when you have an attacker just around the corner from a target down a long hallway. There is no cover for the target down the hallway in that case. If the guy in the hallway makes a ranged attack at the creature around the corner there is cover however.

I couldn't find a good image to illustrate, but this image shows the same concept.


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Older thread about commonly overlooked rules
Even older thread about commonly overlooked rules


Not knowing you can take 10 on anything (but UMD).

Thinking that taking 10 takes ten minutes for some reason.

Not allowing taking 10 on knowledge (only needs to be trained >10)


Not properly accounting for, or using, material components (and then complaining about how overpowered casters are) when a spellcaster wants to cast a spell.

I don't care if it is extra book keeping, that is one of the balance factors of the class.

So, correct me if I am wrong, but how many of you have heard the following and not thought anything was up:

-----

GM: "Okay Mike, it is your turn, what does Thuris the Wizard do this turn?"

Mike: "Thuris moves over here..." (Moves his token/mini) "So that he is away from these guys. Then he casts Stoneskin on himself!"

GM: "Okay, you now have DR 10/Adamantine. Next its Sue's turn..."

-----

Here is my question...

"Thuris wants to cast Stoneskin? Does Thuris have 250 GP worth of Diamond Dust and Granite in his equipment? If no... Then no... I don't care if Thuris has 250 GP on his sheet, he doesn't have the necessary material components to cast the spell... Also... Wait a second... Thuris moved as part of his action, when did he pull out the 250 GP worth of diamond dust and granite? That isn't part of a normal Spell Component bag after all... Unless he took it out last round as part of a move action he doesn't have the spell component ready to use..."

I play pretty much every class... From Martial to Caster and I can say... There would be a LOT less people with really unreasonable opinions of what Wizards can do if people took into account that to play a good Wizard means that you need to plan ahead, and do a lot of prep work, to do your job in a fight.

Liberty's Edge

That spellcraft checks take a penalty for being at range, similar to the perception penalty for being at range. Also that perception takes a penalty for being at range (don't know why this one keeps happening).


Crimeo wrote:

Not knowing you can take 10 on anything (but UMD).

Thinking that taking 10 takes ten minutes for some reason.

Not allowing taking 10 on knowledge (only needs to be trained >10)

In my experience, 'taking 10' is seen as a dirty word to DMs, that "ruins the spirit of the game"


Opuk0 wrote:
In my experience, 'taking 10' is seen as a dirty word to DMs, that "ruins the spirit of the game"

That's too bad.

Maybe you need better DM's so you'll have a better game spirit...

Side note: the only Take-10 case that I morally object to (but still don't actually disallow in-game) is on crafting magic items. This is because there are actually rules for what happens on a very bad roll (cursed items) and those cursed items exist in-game (I see them in many adventures and APs) which means some people are actually failing hard enough to create cursed items. But nobody EVER fails that bad if they Take-10, so logically there should be ZERO cursed items in the world. I would have preferred if the magic item crafting rules prohibited Take-10 on this particular use of Spellcraft.


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DM_Blake wrote:
Opuk0 wrote:
In my experience, 'taking 10' is seen as a dirty word to DMs, that "ruins the spirit of the game"

That's too bad.

Maybe you need better DM's so you'll have a better game spirit...

Side note: the only Take-10 case that I morally object to (but still don't actually disallow in-game) is on crafting magic items. This is because there are actually rules for what happens on a very bad roll (cursed items) and those cursed items exist in-game (I see them in many adventures and APs) which means some people are actually failing hard enough to create cursed items. But nobody EVER fails that bad if they Take-10, so logically there should be ZERO cursed items in the world. I would have preferred if the magic item crafting rules prohibited Take-10 on this particular use of Spellcraft.

You would still roll if you are making an item well above your level.

It actually explains why the vast majority of items are not cursed. Only those foolish or desperate enough to push their capabilities and take the risk will create cursed items. If you can't take 10 then you would expect a significant fraction of items to be cursed - something like between 1 in 5 to 1 in 20.


DM_Blake wrote:
Opuk0 wrote:
In my experience, 'taking 10' is seen as a dirty word to DMs, that "ruins the spirit of the game"

That's too bad.

Maybe you need better DM's so you'll have a better game spirit...

Side note: the only Take-10 case that I morally object to (but still don't actually disallow in-game) is on crafting magic items. This is because there are actually rules for what happens on a very bad roll (cursed items) and those cursed items exist in-game (I see them in many adventures and APs) which means some people are actually failing hard enough to create cursed items. But nobody EVER fails that bad if they Take-10, so logically there should be ZERO cursed items in the world. I would have preferred if the magic item crafting rules prohibited Take-10 on this particular use of Spellcraft.

There would only be ZERO if everyone had all the time in the world. They don't.

Example:

Wendy the Wonderous Item Wizard is asked to make an Amulet that costs 3000 gold for Fred the Fighter who needs to leave for an adventure in four days.

Wendy is forced to start on it tomorrow but buys all the supplies today. She has an int of 20 (+5), a Spellcraft of 5 ranks, and some masterwork tools (+2). She needs to hit a DC of 20 she can easily take 10 and do it in 3 days.

Unfortunately Wendy's daughter gets sick and Wendy has to take the day off to take care of her. She now has 2 days to do what she needed 3 days to do because Fred has a date with a dungeon and he can't wait.

Wendy knows she has to work double speed and decides to take the risk and adds to the difficulty to work faster. Taking 10 won't do it and she doesn't want to give Fred back his advance.

She only needs like a 13 anyway... What could go wrong?

That is (just one way) how cursed items are made.


Wendy is creating a 3,000gp item with a CL of 15 (what item is that, anyway?) and she only has 5 ranks in spellcraft? Who is only 5th level trying to make CL 15 items? That's already a bad idea.

And on top of that she decides to risk all these raw materials on a 60% chance she fails and wastes everybody's time and money?

That doesn't sound like something a person with 20 INT would do; is Wendy's WIS just a 4 or something?


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DM_Blake wrote:

Wendy is creating a 3,000gp item with a CL of 15 (what item is that, anyway?) and she only has 5 ranks in spellcraft? Who is only 5th level trying to make CL 15 items? That's already a bad idea.

And on top of that she decides to risk all these raw materials on a 60% chance she fails and wastes everybody's time and money?

That doesn't sound like something a person with 20 INT would do; is Wendy's WIS just a 4 or something?

Blake its an example. You are trying to poke holes in the specifics when the general is this:

Sometimes things happen, people have to rush, poor decisions are made, and consequences are there.

Are you telling me that you've NEVER rushed something in real life and screwed it up? You've never had a deadline and did a more poor job than normal because you were rushed? That you've never EVER met anyone who's shown poor judgement?

I used to teach college and I saw people make all kinds of mistakes trying to finish things more quickly.


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HWalsh wrote:

Not properly accounting for, or using, material components (and then complaining about how overpowered casters are) when a spellcaster wants to cast a spell.

I don't care if it is extra book keeping, that is one of the balance factors of the class.

So, correct me if I am wrong, but how many of you have heard the following and not thought anything was up:

when did he pull out the 250 GP worth of diamond dust and granite? That isn't part of a normal Spell Component bag after all... Unless he took it out last round as part of a move action he doesn't have the spell component ready to use..."

The CRB does not specify that manipulating material components requires an action (which it definitely WOULD if that were the case). At best, you could argue that manipulating material components is a free action taken as part of the specified amount of time it takes to cast a spell - IE a standard action.

Additionally, the CRB specifically tells you not to bother tracking material components less than 1 gp.

So no, Paizo does not consider MC a balancing factor of the class (except for very narrow circumstances). MC of more than 1gp are a balancing factor of WBL, not spellcasting power. Which is why people complain about OP spellcasters not being restricted by much of anything.


You're right.

It's an example.

Of a professional (not just a student, but a skilled professional) taking on a task way over her head, then screwing up, then trying to fix it by risking everything on an even worse (and very unprofessional) idea.

And you're right. It could happen. As an ultra-rare corner case that has a 1/3 chance of spawning a cursed item. Three such corner cases and a cursed item comes into the world, and three highly-skilled professionals are financially ruined and more-or-less out of business for gambling everything on a terrible and seriously unprofessional idea.

(for example, a true professional would have set the CL at 12 and made sure to create a successful item)

(and if the CL had to be 15 then the professional was using an 8th level spell that they couldn't cast on their own, compounding the lack of professionalism ten-fold)

(for that matter, poor Wendy doesn't even have Spellcraft as a class skill - if she did, she'd still be using Take-10 despite all these setbacks; maybe she's not the skilled professional she seemed to be after all)

I would be highly surprised if this corner case ever happened, let alone 3 times.

But it is an example. It could happen.


DM_Blake wrote:

You're right.

It's an example.

Of a professional (not just a student, but a skilled professional) taking on a task way over her head, then screwing up, then trying to fix it by risking everything on an even worse (and very unprofessional) idea.

And you're right. It could happen. As an ultra-rare corner case that has a 1/3 chance of spawning a cursed item. Three such corner cases and a cursed item comes into the world, and three highly-skilled professionals are financially ruined and more-or-less out of business for gambling everything on a terrible and seriously unprofessional idea.

(for example, a true professional would have set the CL at 12 and made sure to create a successful item)

(and if the CL had to be 15 then the professional was using an 8th level spell that they couldn't cast on their own, compounding the lack of professionalism ten-fold)

(for that matter, poor Wendy doesn't even have Spellcraft as a class skill - if she did, she'd still be using Take-10 despite all these setbacks; maybe she's not the skilled professional she seemed to be after all)

I would be highly surprised if this corner case ever happened, let alone 3 times.

But it is an example. It could happen.

And you are aware that cursed items are rare.

All kinds of things *can* happen. Heck, maybe the person had a rush order and the client was willing to pay extra.

Okay, but you want a 100% perfectly accurate example... Okay... Here we go:

So Wendy is 6th level and is a Sorcerer, she has a 12 Intelligence because she doesn't need it for casting. This gives her a +1 to Intelligence based skills, but since you will potentially demand that she be as optimized as possible we will give her a +2 Headband to give her a +2.

She has also dropped all 6 levels in it.

She also has it as a class skill.

She also has masterwork crafter's tools: +2

She also took Skill Focus, for another +3

Okay...

She has a +16, and reaches a 26 when taking 10.

She is traveling to a dungeon and her friend, a Swashbuckler, has asked her to craft a Cape of Daring Deeds. They are going after a specific treasure that another group of adventurers is going after as well so time is of the essence.

This normally takes 9 8-hour sessions to complete. So normally 9 days.

She doesn't actually have the spells needed to make it, so that is a whopping +15 to her DC, it is CL 5, so total difficulty is 25. (The spells are Guidance, Prestidigitation, and Guidance, she's a Sorcerer who is kinda blasty so these simply weren't her concerns.)

She has 21 days of travel, she gets to only craft for 4 hours a day, but gets 2 hours of progress per day because she is adventuring. If she doubles the speed at which she crafts she can make it in 18 days. This adds another +5 to her crafting DC.

DC is 30, she cannot take 10 and complete it in time.

She knows, however, that the loss is affordable. If the spellcrafting doesn't work they can make another one later, if it does work the swashbuckler can use it.

She also knows that she needs to roll a 14 or better to craft it successfully. Hedging her bets even further she employs a magic amulet that she made that gives her another +3 to the crafting roll. She needs to roll an 11.

Knowing that she can throw it away and make another one later, but that it could be very valuable to her now, she decides that a 50% chance to succeed is worth the risk.

She rolls and gets a 1.

Being careful she identifies it before it is used. Realizing that the item is flawed she prepares to throw it away. Unfortunately for her, on the way to the dungeon the party is ambushed and they have to ditch their cart, leaving the cloak behind.

Thus, we have a cursed item.

Now yes... I know... You will NEVER make an item if you can't take a 10. However not everyone is like that. In a realistic setting you'd be seen as someone who is very careful. In the long run this would help you. In some cases though that can put you at a disadvantage.


I would say some wizard/druids/etc who can create magic items can be a jerk and create cursed magic item for "fun" or as a trap for unlucky adventures who want stole his treasure.
not as result of bad roll in spellcraft check

One of my players created belt of opposite gender as form of punishment for NPC that betrayed party


PłentaX wrote:

I would say some wizard/druids/etc who can create magic items can be a jerk and create cursed magic item for "fun" or as a trap for unlucky adventures who want stole his treasure.

not as result of bad roll in spellcraft check

One of my players created belt of opposite gender as form of punishment for NPC that betrayed party

LOL

That is funny.


alexd1976 wrote:
Spell components. Eschew Materials is a feat, but every Wizard I have seen plays as if they got the feat for free...

There's an item called Spell Component Pouch, doing about the same thing. Granted, you need the item at hand (retreving material is part of the casting of the spell, afaik).


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I don't like when people ignore restrictions built into spells - Charm, Dominate, and Gate have come up recently as they have specific restrictions built in that tons of people ignore, plus the restrictions based on material components.

Also - I greatly dislike the way wealth by level is handled by a bunch of people. It's supposed to be a general guideline of the maximum treasure a character in a standard magic game has gained over his/her career. A character at a particular level will nearly always have significantly less because they're consuming portions, using scrolls, selling items they don't want for half price, etc.

Shadow Lodge

MeanMutton wrote:
Also - I greatly dislike the way wealth by level is handled by a bunch of people. It's supposed to be a general guideline of the maximum treasure a character in a standard magic game has gained over his/her career. A character at a particular level will nearly always have significantly less because they're consuming portions, using scrolls, selling items they don't want for half price, etc.

No, actually:

Gamemaster's Guide wrote:

Table: Character Wealth by Level lists the amount of treasure each PC is expected to have at a specific level. Note that this table assumes a standard fantasy game. Low-fantasy games might award only half this value, while high-fantasy games might double the value. It is assumed that some of this treasure is consumed in the course of an adventure (such as potions and scrolls), and that some of the less useful items are sold for half value so more useful gear can be purchased.

Table: Character Wealth by Level can also be used to budget gear for characters starting above 1st level, such as a new character created to replace a dead one. Characters should spend no more than half their total wealth on any single item. For a balanced approach, PCs that are built after 1st level should spend no more than 25% of their wealth on weapons, 25% on armor and protective devices, 25% on other magic items, 15% on disposable items like potions, scrolls, and wands, and 10% on ordinary gear and coins. Different character types might spend their wealth differently than these percentages suggest; for example, arcane casters might spend very little on weapons but a great deal more on other magic items and disposable items.

Yes, you're expected to invest some wealth in consumables, and sell some stuff for half value, but the WBL chart is an estimate for how much you'll have after consuming and selling some of the stuff you get. That's why you can use it to equip a character starting at a higher level - otherwise a character created with the WBL chart would be too rich compared to their teammates who had been using consumables since level 1.

You are of course completely entitled to diverge from WBL, but it's usually polite to let your players know at the start that the game will be low-fantasy or low-wealth so they will set expectations appropriately.


MeanMutton wrote:
Also - I greatly dislike the way wealth by level is handled by a bunch of people. It's supposed to be a general guideline of the maximum treasure a character in a standard magic game has gained over his/her career. A character at a particular level will nearly always have significantly less because they're consuming portions, using scrolls, selling items they don't want for half price, etc.

WBL is not a guideline

WBL is as much a "guideline" as how much XP it takes to reach the next level, to the point that when a scroll or expensive spell component is spent the GM should be awarding that money back to the party. Where WBL is tricky is when the party splits the wealth around the four lopsidedly. When one player has 50% of the party's earnings things get wacky. It's not a robust or really good system but it allows for raising stats in a narrative fashion instead of being pure gamist. WBL is built into the math of the game, and ignoring it furthers the Martial/Caster disparity.

Grand Lodge

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MeanMutton wrote:
I don't like when people ignore restrictions built into spells - Charm, Dominate, and Gate have come up recently as they have specific restrictions built in that tons of people ignore, plus the restrictions based on material components.

Man, I totally agree. In fact, I said something very much like this in another one of those "martials vs casters" threads and the angry mob almost tore my head off. It boggles my mind how many people can casually say, in the same breath: "I either don't understand, am unaware of, or disregard all the rules that are intended to help balance casters with martials, but I also think casters are overpowered."

I wonder how these people would feel after playing in a single campaign with a draconian DM who strictly enforces all of these rules...


hiiamtom wrote:

WBL is not a guideline

WBL is as much a "guideline" as how much XP it takes to reach the next level, to the point that when a scroll or expensive spell component is spent the GM should be awarding that money back to the party.

Not sarcasm?

WBL is a guideline (as is XP progress - the GM is encouraged to use slow or fast progression as fits their campaign, or ignore it altogether). It is very loosely followed by Adventure Paths - I know Jade Regent hands out artefacts probably worth hundreds of thousands of gold pieces in the first couple of books. You are not supposed to award the money back to the party when the party uses a scroll or spell component. If you did, scrolls and spell components would be effectively free. And that would exacerbate Martial/Caster disparity.


master_marshmallow wrote:

I've had a DM rule that I cannot hold a charge because it's overpowered.

I was playing a healer (the class) and I wanted to start combat with a cure spell held so I could dump it and cast a spell in the same turn to get two cures in the same turn.

How did you plan to deliver a held charge to an ally for less than a Standard action?

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