Minimum Effort, Maximum Benefit


Advice


Been a while since I updated the blog so I did it wiht a little post.

In keeping with certain other things I said I'll post the relevant text here.

Little things count.

It’s easy for us to get caught up in the big vague concepts such as DPR, tactics, optimization, cahracter concept, or something so big and important like party make up. Does our group of two oracles, a paladin, and a bard have enough skills to spread our capabilities well? Does my cleric benefit the group more as offensive support or as a defensive anchor?

But what about the little things?

Such as encouraging every spellcaster in the group to have a healing type spell to spare charges off the wnad at the end of the day or to take pressure off the support casters after every fight. Or, keeping one damaging spell on hand in case an enemy really needs to die right now and they have taken so much damage that it can’t be that far off.

Or, rather than stopping at the very first square that comes to mind to make an attack consider if the next square over will give your allies more space to work with, more ways to flank, more avenues to get shots in or to make it easier to lay down spells on you or your target.

The truth about the little things is that they stack up and it all begins with two questions.

What do I have in excess and how can I use that to benefit the group?

Let’s say for example you have all the spells known of a certain level you want. But as more spells pile on to that list you are left wondering what to do with them. Do you let them go to waste? Do you pick a spell that sounded neat? Grab a situational spell?

I think the best answer is to look at your group as a whole and decide for yourself what works best with them. Is one caster doing the majority of healing? Maybe a healing spell will help lighten their burden. Is a monk struggling with their AC? Maybe just having mage armor where you don’t require it will help. Have loads of extracts you never use and an extra talent? Grab the infusions talent and pass them around.

Too much gold? See if someone has a dream item they are just shy of. Maybe throw the money into another healing wand for the group as a whole.

The ultimate benefit to all of this is that as the group takes on each other’s burdens they become lifted as a whole. The caster that is less worried about healing can focus on buff and support spells for the party. The monk wiht the higher ac gets hit less saving resources and making them more effective. The dream item at the pc’s command increases how dangerous they are in combat overall. With everyone having access to excess infusions they can save group action economy and spend quiet rounds in combat utilizing those infusions to great effect.

It doesn’t cost much. A spell known here, a spare talent their, some extra gold that would otherwise sit still on the sheet until your next big purchase. Before you know it these little bits of teamwork really add up.


Slings are free. Everyone should have at least thirty of them (tie-straps for gear, shoelaces, whatever).

Even using rocks off the ground, you have a ranged attack.

Everyone should have slings. They cost nothing.

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