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3 people marked this as a favorite. |

It's no surprise that as the writer of 8 different guides, I'm a large fan of them. But I'd like to know what the community thinks of class guides. They're certainly a dividing issue, as some people think they homogenize builds too much, while others appreciate having all of that information easily accessible, learning about things they would have otherwise not known about. So I'd like to get the opinion of the community on what people think about guides; if they're a good thing or if you'd like to see less of them.

Chess Pwn |

I like them as a pool for the options. With so many softcovers being released and the delay online sites have I sometimes am unaware that options exist for a class. So when I read a guide and they say, "Hey this cool feat in X book is awesome for this class" and to see someone's thoughts on the different options and their reasoning behind it. Also I use it to find ideas for feats or spells. Like I have an evangelist cleric, I'll look at cleric guides and bard guides to see which feats they feel work well for the class to see if there are any I overlooked or get ideas of what to take.

Rub-Eta |
I do appreciate them. But I rarely use them anymore, because I don't really need them anymore. And if I do feel like I need them, they rarely cover what I'm looking for. I only ever check a guide to get second opinions about something or if I need an encyclopedia of all the options (if I want a list of all "Rage" feats or obscure magical items relevant to my build, for example). The latter is very rarely supported by guides, however.
Something I don't like about guides: Their aim/degree of optimization varies a lot; this can't be avoided, but it should be acknowledged and clearly addressed by the author (every single time). Some class guides are suggesting top-tier min-maxing, corner-case cheese while others goes far below what I would consider optimal or even viable/worth the resources.
Some guides just don't bring anything new to the table. This is especially true for some of the hybrid classes'. Entire guides are rendered pointless, because they're echoing what's already written in another guide (even when it's written for another class). Calling it a day after saying "Rapid Shot and Manyshot are very good feats for a ranged *insert class*" is just poor quality - everyone knows this already.
I would like more class guides, however. Some of the guides for the more recent classes (ACG and later) don't really have any complete guides. I find the best class guides to be those who offer tactical advice in addition to build advice, as well as complete analysands of class features and the new opportunities they bring with them - this is missing from a lot of the "newer" classes' guides.

Nath'fein |
I like guides. I use them when exploring classes I am uncomfortable with, or ones where my concept only fleshes out a portion of the build and I need some help in figuring out what I want to do with the other parts.
I want to echo what Rub-Eta said about the guides being repetitive. I've seen 80 page guides where maybe 2-3 pages were particularly useful, and the rest was just general info on feats and skills and spells that you can find in a dozen other places.
I also find the super min-max cheese guides to be harmful to my building a character, but my games tend to be more RP heavy. A focus on only the perfect design makes every other option, mechanically and flavorfully, look awful.
As a general rule, I think guides should focus less on providing the perfect mechanic contributions, or explaining why one choice is superior to others, and spend more time on the different styles for playing the class.

Alzrius |
I enjoy the guides, and appreciate those who put in the effort to make them.
While I don't care for homogenization of characters, I don't see the guides as being complicit in that; discussion and analysis of various options is just that, an examination of various choices. If someone wants to make a character that's light on RP and heavy on optimization, they're going to do it, guides or not.

PossibleCabbage |

I generally use them as a means to learn a class. Pull up the guide and the SRD to look up feats/etc. when you're reading through the book. There's a whole lot of stuff to consider in this game, so just having had someone else do a read-through helps clarify and direct one's own exploration of the class.
Honestly, the last thing I want to do every time I sit down and try to understand a class I'm unfamiliar with is "read though all the feats and spells again."

Rub-Eta |
I would like more class guides, however. Some of the guides for the more recent classes (ACG and later) don't really have any complete guides. I find the best class guides to be those who offer tactical advice in addition to build advice, as well as complete analysands of class features and the new opportunities they bring with them - this is missing from a lot of the "newer" classes' guides.
Wow how I did s%*& the bed here.
I would like more class guides. Some of the more recent classes (ACG and later) don't really have a complete guide.
I find the best guides (and most complete) to be those who offer tactical advice (on how to play) in addition to building advice (the system mastery is the hard part with some classes). I also appreciate a complete analysis of the class features to inspect what new (and old) opportunities they bring. The latter is something that sadly gets ignored (by most people, not only guide writers), until someone (a good guide writer) decides to do it.

CrystalSeas |

I use them all the time, especially for newbies who are excited about a class, but would be hopeless at building a decent character of that class.
They allow new players to get right into playing whatever role they can imagine on the team, without have to learn the entire system in order to be able to evaluate the options available.
For this purpose, replicated material is perfect. I need a concise summary of the options in one small set of sheets to read.

Nargemn |

I think guides are very useful, and use them when I need to make a quick NPC for a game I'm running so I can pick 'good' options that will make them an effective character without too much thought, or even helping me to remember a specific feat whose name I just can't quite remember. They've also helped me gain a better appreciation for mechanics and balance in Pathfinder, and of course they're a great place to point a new player if they want to better learn how to use their class.
That said...
I can understand the sentiment of homogenization, and there are some feat, trait and class combinations that are so ubiquitous it makes me want to scream (sacred tattoo fate's favored half-orc warpriests or fey foundling paladins anyone?). Of course it's to be understood that if something is so powerful it would be foolish to be passed over that it needs to be included, but I do sometimes worry that players see these as the 'only' options when going certain character routes.

Chess Pwn |

Isn't being found in the wilds by fey a pre-req for paladin class? ;)
And if a half-orc is favored by the gods wouldn't he want a tattoo marking himself as blessed by the gods? And vice versa, maybe the gods like to bless them because of their sacred tattoos.
Strong combo's are prevalent because they are strong and strong choices would make for better adventurers, it would be nice if there was more options so that many things seemed good.

Larkos |

Homogenized builds don't bother me because only half my group knows the nuts and bolts of the system. I often work with the other three to build their characters and I always point them to guides. They don't know what's good in a class and what's a trap so I enjoy guides.
That said, I don't like the lack of updating. SO many classics don't include Ultimate Intrigue, the weapon/armor master handbooks, etc.

Blave |

I've read pretty much all guides for the Core + APG classes and the Magus (since my groups don't really use the newer books). I think they are a great tool for people who want a quick summary of their option (quicker than going through all rule books and month of trial-and-error character deaths, anyway) when building a character.
If anything, I'd like MORE guides. Every guide is subjective and every player has his/her own view about all kinds of stuff. I remember reading two Arcane Trickster guides that basically were complete opposites of each other (one focusing on casting, the other on combat). Reading guides from different people will give you a deeper understanding of the things that are possible with different builds, archetypes and so on.
So yeah, big thanks to each and every writer an their effort!

Kileanna |

I like them for figuring out how a class works and getting some advice but them I like to make my own experiments and also to pick some things just for flavor. I like my characters to work but not to pick everything just because it's optimal. I always put character concept first. Anyway I like the guides as they provide insight on the theories and mechanics of the class. I see them more as something theoretical than something to bring to play word by word.