2 levels behind the rest of the party... How bad off am I?


Advice

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Where the heck are you seeing rules about druids being opposed to undead? I can't find that written anywhere in the core rulebook, or any Pathfinder source either.

Hell, if you worship Zon-Kuthon you take the Shade of the Uskwood feat and you can raise your OWN undead.


Wheldrake wrote:
Matthew Downie wrote:
He's behind by something like 28,000 XP. If the game continues to level 12, that's only half a level's worth. Assuming he can stop dying.
Sure, but any DM worth his salt should offer an opportunity to "catch up" with the rest of the group. In DD3.5 ...

Actually, Pathfinder has exactly the same 'catchup' mechanism as 3.5 - it's just inverted into the exponential xp chart, instead of granting a bonus to lower level characters (who, outside of vary unusual circumstances, would never *100%* catch up in 3.5 either). Pathfinder's method is simply smoother, simpler, and out of sight.

As Kain says:

Kain Darkwind wrote:

I'd like to counter the assertion that you will be permanently behind the rest of the party forever.

Let's assume...
[Math]
...After this, the XP gap narrows to less than 20% of the next levels. The time spent, if any, at a lower level will drop to insignificance.

Exactly.

You'll be fine OP!


I actually didn't see that post! Good to know I won't be stuck if my GM won't let me try to catch up quicker.


derpdidruid wrote:
I actually didn't see that post! Good to know I won't be stuck if my GM won't let me try to catch up quicker.

Not stuck at all! By the time they level twice, you'll level three times, and after that you'll just be behind once in a while. It's really quite elegant. I have a player miss a few months of Slumbering Tsar and be about two levels behind, and even still missing sessions occasionally he's caught up to about even (10th to 15th).

As for your inter-party issues, I'd suggest buddying up to the Fighter - keep doing nice-ish things for him out of the blue. Most likely he'll keep waiting for the other shoe to drop and want to keep his distance. What you do with that afterwards (either way) could be fun.


Where the heck are you seeing rules about druids being opposed to undead? I can't find that written anywhere in the core rulebook, or any Pathfinder source either.

Hell, if you worship Zon-Kuthon you take the Shade of the Uskwood feat and you can raise your OWN undead.
I can't find it but I have seen it. But it brings me to my question if I can't remember where I have seen it how is it your GM is bringing it up?


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It is a long established tradition that Druids are opposed to undead. Druids follow the cycle of nature - which undead are a perversion of.

However by punishing you for something out of you control (an evil party member summoning undead) your DM is being unfair.


While it may be a long established tradition, followers of zon-kuthan as well can and do raise the dead. Is this another asmodian paladin thing or are druids allowed to decide how much undead matter to them?


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Are you a follower of Zon-kuthon. There should be exceptions to every trend that's good storytelling but not every character has to be an exception to every trend!

Had the shaman been summoning the undead before you picked the character?

If the GM warned you that would be the case as you admit he may have done then it is the DMs game world to make those decisions - provided they are communicated in advance.


The Sword wrote:

It is a long established tradition that Druids are opposed to undead. Druids follow the cycle of nature - which undead are a perversion of.

However by punishing you for something out of you control (an evil party member summoning undead) your DM is being unfair.

Is it a long established tradition in the rules of Pathfinder or Golarion?

Nope.

The idea of it is a holdover from earlier D&D editions, which matter for squat. It is now a house rule at best, and as such should be spelled out by the GM before the game starts so that no one makes a druid character when there is a necromancer in the party.

There are other ways to raise the dead as a druid, such as getting the death domain (several archetypes grant it), the Uskwood feat is just an example to show that the rules of Pathfinder don't say anything about druids being opposed to undead, and in fact in some cases actively encourage it.


Alignment is my question. The party doesn't seem to mind at all. I'm curious what they are since a good character would mind having undead around since they are now all even skeletons Neutral Evil or worse. If the party is predominately good the DM should be penalizing the other players for not playing their alignments not just you. A Paladin in the group is now a fighter for even considering this okay.


We are are pirates. So at best TN on the alignment grid.


Well hold overs may well matter to a DM that was DMing for a long time and doesn't want to ignore established traditions. DMs set the terms one game world, that isn't a house rule it is campaign design.

As I said earlier if a DM was going to do that it would be reasonable to say so. I'm still not sure if DerpdiDruid new the shaman was a necromancer.


While I know there are current rules regarding Druids and Undead the fact your GM is making a point with you is pretty hoaky especially since he is also insisting you stay two levels behind. As anyone else died? Has he made them two levels behind? If he hasn't he's targeting you and I'd call him on it because that's the fastest way to lose players and friends. We had someone like that in our group targeting me. All he did was not only piss me off but get the group pissed at him and telling him get lost.


Majuba wrote:
Actually, Pathfinder has exactly the same 'catchup' mechanism as 3.5 - it's just inverted into the exponential xp chart, instead of granting a bonus to lower level characters (who, outside of vary unusual circumstances, would never *100%* catch up in 3.5 either). Pathfinder's method is simply smoother, simpler, and out of sight.

No it doesn't. You never catch up on XP in Pathfinder. It becomes proportionately smaller relative to the size of a level, but it never goes away. In 3.5 the gap does go away completely. Because 3.5 is designed for XP drain and XP costs. PF is designed for everyone to start at the same level and fight the same challenges and XP never goes down. There are some fiddly bits in the D&D 3.5 tables that don't match the theoretical formulas Pathfinder's table is based on that allow players to truly catch up, but the folk at Paizo didn't play mixed level parties so never realized they were important.

If you're 2 books into Skull and Shackles your party should be level 7. If you're level 5 you're 2000 XP behind on the medium XP track it uses. At this rate you'll "catch up" for the last third of level 10. That will be somewhere in book 4. I've heard and I think it comes from Paizo's statistics that the average gaming group abandons campaigns near level 10.

Your party is not the type to spend money raising you. They've deliberately screwed you over multiple times already so this won't be your last character if you stay with them. The XP penalty accrued at each death the way your GM is operating will only increase.


The Sword wrote:

Well hold overs may well matter to a DM that was DMing for a long time and doesn't want to ignore established traditions. DMs set the terms one game world, that isn't a house rule it is campaign design.

As I said earlier if a DM was going to do that it would be reasonable to say so. I'm still not sure if DerpdiDruid new the shaman was a necromancer.

I knew he was doing it but I didn't think it was a problem, its not his main strat or anything. He just has our ship stocked with a crews worth of undead in case we get stuck out at sea with too few crew to get back.


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God, your GM must be tearing his hair out.

How does your notoriously superstitious living crew feel about the hold full of deaders... And the stench of rotten corpses?

Incidentally it isn't necessary to run a pirate campaign as an evil/neutral campaign.

Liberty's Edge

OP: Is there any way you could politely mention (in a subtle manner) to the GM that you sought build advice on the forum? This might be beneficial to you.

Case 1 (You are being on the level with us): The GM might read comments on this thread and ameliorate his/her stance.

Case 2 (You have skipped some important details): The GM will be outraged that he/she is portrayed as a dinosaur sacrificing innocent virgins to the dinosaur god and will give us further details that add a wrinkle to things.

By the time he/she gets to this post on the thread, they will have seen the consensus.


I'm definitely going to mention this thread to my GM. If I have left any details out, it was either unintentional or just a lack of perception on my part. I will say however that my GM doesn't have a very positive view of the forums for whatever reason.

Anyways thank you all for the advice. I will get back to this thread when I have seen the results of all the advice.


Atarlost wrote:
Majuba wrote:
Actually, Pathfinder has exactly the same 'catchup' mechanism as 3.5 - it's just inverted into the exponential xp chart, instead of granting a bonus to lower level characters (who, outside of vary unusual circumstances, would never *100%* catch up in 3.5 either). Pathfinder's method is simply smoother, simpler, and out of sight.
No it doesn't. You never catch up on XP in Pathfinder. It becomes proportionately smaller relative to the size of a level, but it never goes away. In 3.5 the gap does go away completely. Because 3.5 is designed for XP drain and XP costs.

In 3.5, the only way for the XP to go away completely is to get a large chunk of XP while lower level to exactly make up the difference. And that can just as easily backfire to leave that player *ahead* in XP.

On average, a 3.5 character behind on XP will be behind a level almost *exactly* as often as a Pathfinder character behind on xp. The 3.5 character 'catches up' in XP bit by bit, until they're the same level most of the time. For the Pathfinder character, the XP just matters less and less, at the same rate as the 3.5 character catches up, until they're the same level most of the time. The Pathfinder way is simply... elegant, instead of blocky.

Atarlost wrote:
... the folk at Paizo didn't play mixed level parties so never realized they were important.

ROTFLMAO. Because all the designers (not to mention 50,000 playtesters) all had uniform gaming experiences? This all got hashed out during Alpha/Beta. You can read the notes for the "Fixed XP" rule from 3.5 Unearthed Arcana to understand it better. Sadly that section is not in the SRD, so you'll need the actual book.


derpdidruid wrote:

I will say however that my GM doesn't have a very positive view of the forums for whatever reason.

Well reading this thread won't do anything to improve his opinion.


ccs wrote:
derpdidruid wrote:

I will say however that my GM doesn't have a very positive view of the forums for whatever reason.

Well reading this thread won't do anything to improve his opinion.

From what you have told us he already has a poor attitude so maybe this will serve as a wake up call.


Depending on the campaign, players can die a lot...

In my campaign, if someone dies, they come in with a new character at the same level (and experience total) as the party... group experience.

That said, we have a very wide disparity on number of deaths, so far through 42 sessions of Rappan Athuk (pathfinder version, including the expansion levels).

No one is high enough to Raise Dead/Breathe of Life yet...
Deaths in these sessions:

DD 35, 42.
EK 19, 19, 25.
JJ 01, 14, 19, 25, 33.
JP 03, 07, 10, 11, 16, 19, 19, 21, 23, 24, 25, 31, 37, 38, 42, 42.
MA 08, 19, 25.
RP 11, 16, 18, 19, 21, 25, 34, 38, 42, 42.
SB 16, 38.

*SB played from 12-16, and sporadically from 30 onward.
*DD joined in session 33.


I like Hero Points. Some folks might feel that they make things too easy, but they can also allow things to be tougher since the DM doesn't need to worry so much about "accidental" deaths.

If you spend 2 Hero Points to avoid death you've generally got to make it through at least 1 level without a Hero Point before you can do that again. On the other hand, if your playing style is more like, "Valhalla, I am coming!" you can spend your Hero Points on stuff like re-rolling a crit confirmation against a mook just so you can gloat over your triple damage and then go die a glorious death. This can help players with disparate approaches to enjoy the same game.

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