Share your best Pathfinder advice in one sentence


Advice

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Commencing Advice.

The 10 foot pole is an adventurer's multitool.

Shutting Down. . . .


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There's no such thing as too many dice.


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Use your imagination; the most memorable moments are the unexpected ones.


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Starfinder Charter Superscriber

Dumping Con is a bad idea, even for wizards.

Silver Crusade

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Different people have different playstyles, some of which you will like better than others, and that's okay.


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You aren't your character, but you are responsible for them.


Never trust fey.


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Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Your job at the table (yes, yours,) is to make everyone else have fun.


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Remember a lot of stuff said on these boards may not apply/be correct for your table.


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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Whatever skill you make the highest is the one that you'll constantly roll 1s on.


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Don't drink the host's milk under any circumstances.


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captain yesterday wrote:
Whatever skill you make the highest is the one that you'll constantly roll 1s on.

SIX 1's in a row. My poor bard...


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Teamwork, teamwork, teamwork, and oh yeah, teamwork!

Grand Lodge

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When roleplaying remember you can do anything, but not everything.


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While in initiative order, please be prepared when it is your turn.


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For GMs: The true test of a GM's greatness is in creating an adventure that all your players can enjoy and rolling with it when things don't go as planned, not in creating an uber-NPC to steal the glory.


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Always split the party and just assume that someone else will take care of healing.


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Always check the ceiling. That's where things live to drop on your heads.

Scarab Sages

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Pathfinder is a cooperative game; don't have your fun at the expense of someone else's.


Pathfinder Adventure Path Subscriber

Plan you PC all the way before you start the adventure.

Ruyan.

The Exchange

For GMs: Gank the Wizard.


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Don't be afraid to improvise if the rules get in the way.


Find a way to play the game the way the GM wants or find a new GM; other option tend to get you screwed on average.

[There are totally awesome open minded GMs out there, I try to be one of them, but the other type has been far more common in my personal experience.]


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Don't ever yell "Release the KRAKEN!" where your GM can hear you unless you actually want the kraken to be released.


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Remember that not everyone finds the same things fun as you do.


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Most adventures have railroads, work with the GM.

Sovereign Court RPG Superstar 2009 Top 32

Link2000 wrote:
Don't get so caught up on the rules of the game that you miss out on the fun of it.

Since most rules lawyers are loudmouths, numerous GMs believe that lengthy discussions of rules minutiae are a proper and expected part of gameplay. They're wrong - other than the rules lawyers themselves, pretty much nobody likes this at all.


"Never split the party, it makes half the fun for the players and twice the work for the DM."

(DMs, there's a simple of of handling this- run the usual encounters for the main party. Turn to the loner and say "You encounter nothing." Back the the main. Then Turn to the loner and say "You encounter nothing." repeat until he gets the idea.)


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"D&D is a Game and the object of a Game is to have Fun!"


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"Never try to solve a OOC problem IC."


Phntm888 wrote:
Always check the ceiling. That's where things live to drop on your heads.

White dragons! Always white dragons!!!


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Dalindra wrote:
Phntm888 wrote:
Always check the ceiling. That's where things live to drop on your heads.
White dragons! Always white dragons!!!

Beware colossal advanced great wyrm white dragons in the ceiling! Such a huge creature wouldn't be able to hide anywhere else! If there is cold mist filling the room you have a colossal advanced great wyrm white dragon in the ceiling for sure and it will make a crush attempt on you!

(I'm proud on having traumatized Dalindra with white dragons in the ceiling xD)
EDIT: I'm making a terror movie about it. It will have awful CGI and it will be called "Colossal advanced great wyrm white dragons in the ceiling". If you steal my idea you'll be sued for plagiarism.

Sovereign Court RPG Superstar 2011 Top 32

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The only time you're playing wrong is when you're not having fun; that everyone has a good time should be the primary concern of everyone at the table.


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Don't be THAT guy.

There are no fumble rules for a reason.

Everyone needs a hat of disguise, not everyone knows it.

Get magic items that give you new options in combat.

If you lose equipment, learn to let go.

Make sure your body odour is below the hazard level.

Even ONE level that doesn't add to your primary function hurts.

And finally, always remember that the tomb of horrors is done all in pastels.


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DrDeth wrote:

"Never split the party, it makes half the fun for the players and twice the work for the DM."

(DMs, there's a simple of of handling this- run the usual encounters for the main party. Turn to the loner and say "You encounter nothing." Back the the main. Then Turn to the loner and say "You encounter nothing." repeat until he gets the idea.)

The other way to do this is ask the people who are not there to leave the room or come back next week and have the group that stays miss next week.

MDC

Shadow Lodge

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Paizo Superscriber; Pathfinder Companion Subscriber; Starfinder Superscriber

For GMs: If you want to tell a story, write a book -- GMing is about setting a scene and a theme to allow the players to tell *their* stories.

For players: Always make sure the player to your left is having fun.

Sczarni

You don't need to be able to outrun the monsters, just your friends.

Or to put it even more succinctly;

KMAGYOYO


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Famous Last Words: "But I read on the boards that in combat healing is not a good idea!" ;-)


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If it is critical that you are right, leave it alone.

Scarab Sages

DrDeth wrote:
Famous Last Words: "But I read on the boards that in combat healing is not a good idea!" ;-)

More famous last words: "My cure serious wounds heals you for 23 points of damage!" Next round, the Minotaur Barbarian pounces with powerful charge for 78 points of damage. But hey, thanks for that extra round. ;-)


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Avoid being a jack ass on either side of the screen.

Sovereign Court RPG Superstar 2011 Top 32

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Imbicatus wrote:
DrDeth wrote:
Famous Last Words: "But I read on the boards that in combat healing is not a good idea!" ;-)
More famous last words: "My cure serious wounds heals you for 23 points of damage!" Next round, the Minotaur Barbarian pounces with powerful charge for 78 points of damage. But hey, thanks for that extra round. ;-)

If that 23 points put you from 60 to 83 you might be pretty happy about it.

The real advice regarding healing, or any "boards wisdom" in general, is this:

There is no such thing as an absolute tactic - nothing to always avoid, nothing to always do. Tailor your actions to the situation, being aware of all your options - some of them might not be useful all the time but sometimes that rarely used ability might be the critical move.


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ryric wrote:
Imbicatus wrote:
DrDeth wrote:
Famous Last Words: "But I read on the boards that in combat healing is not a good idea!" ;-)
More famous last words: "My cure serious wounds heals you for 23 points of damage!" Next round, the Minotaur Barbarian pounces with powerful charge for 78 points of damage. But hey, thanks for that extra round. ;-)

If that 23 points put you from 60 to 83 you might be pretty happy about it.

Or if after that 23 pts you're just down, not dead.


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Play good, play hard, play fair - or unfair, if that's what the situation requires - and try being the best possible version of yourself in whatever role you're filling.


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Stay thirsty my friends.


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The Squeegee wrote:
Stay thirsty my friends.

"I don't always drink a potion; but when I do, it is a cure serious wounds."


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Be a hero, have fun, laugh much.


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"Get your OWN wand of cure light wounds and stop using mine."


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• Toughness is better than you think.

• You're not going to "win" an RPG, so build for fun, not for pwning all the things.

• Don't be afraid to make hasty or even bad decisions; adventure was never had by "playing it safe."

• Use transparent dice with clear, simple faces; They're better-balanced than opaques and you want to know what they say.

• Turn off your damn phone.

• "Evil" is okay, but "jerkass" is not.

• If you have extra gold, buy a mithril waffle iron, just to remind everyone at the table that yes, there are mithril waffle irons in this game.

• Aid another is better than you think.

• It's cool that your character has a +50 modifier to Diplomacy, but remember that there's a barbarian in your party too.


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DrDeth wrote:
ryric wrote:
Imbicatus wrote:
DrDeth wrote:
Famous Last Words: "But I read on the boards that in combat healing is not a good idea!" ;-)
More famous last words: "My cure serious wounds heals you for 23 points of damage!" Next round, the Minotaur Barbarian pounces with powerful charge for 78 points of damage. But hey, thanks for that extra round. ;-)

If that 23 points put you from 60 to 83 you might be pretty happy about it.

Or if after that 23 pts you're just down, not dead.

Okay, to suggest something a little more middle-ground and practical:

"Just because you can heal doesn't mean it should be the only thing you do."

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