Share your best Pathfinder advice in one sentence


Advice

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"Sometimes you should heal and sometimes you should do something else and no one knows which is which but if you pick the wrong one and we all die, it's on you."


Tableflip McRagequit wrote:
"Sometimes you should heal and sometimes you should do something else and no one knows which is which but if you pick the wrong one and we all die, it's on you."

Which reminds me of the only rule from my old WoW guild:

"Don't be an a$$. Unless it's really funny."

But seriously, Quibs, I've actually had a ton of newish players at tables who were playing clerics and honestly believed that as "the healers" their job was to avoid combat and wait for people to be hurt so they could heal them. And a lot of these people hadn't even played WoW or similar MMOs that one would expect to be the culprits of such pigeonholing.

So the recommendation is actually genuine, and valuable: healing is useful - yes, even healing in combat, especially if a raging barbarian has 2 hp remaining - but outside of such imminent-death situations it usually isn't the most useful thing you could be doing.


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Do everything the forums tell you to do. Especially the stuff that contradicts itself.


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Pathfinder Adventure, Adventure Path, Lost Omens, Maps, Pathfinder Accessories, Rulebook Subscriber; Pathfinder Battles Case Subscriber; Starfinder Superscriber

Ignore Sinister Stan.


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healing in combat is like being drunk in public: once in a while is fine but if it's a habit then you have a problem.


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Treat Paizo as an Adventure-publishing-company that dabbles in rules, rather than a Game System Company that publishes adventures.


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BigNorseWolf wrote:
healing in combat is like being drunk in public: once in a while is fine but if it's a habit then you have a problem.

"Sometimes you should get drunk in public and sometimes you should do something else and no one knows which is which but if you pick the wrong one and we all die, it's on you."


Don't cheat.


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Rule 0: Say yes to things. Figure the rest out later.

Listen to the players brainstorm a problem, they're always more evil than you are.

Bad character design is not good role playing: you have a responsibility to be a functional member of the party. Corollary: optimal character design isn't necessary to be functional.

Give circumstance bonuses to PCs who do something awesome.

Don't stick to the plan: let PCs succeed at their wacky ideas.


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"Talk with your GM and the rest of your party about the kind of character you want to play and the role you'd like to have."


Look it up before you bring it to the table; disrupting the game on rules debates because you didn't bother to know how your own actions work makes you "that guy," and if else happens always respect rule zero despite your right to disagree with its observation.


scootalol wrote:
• 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.

+1


If your job is being in melee, then it's also your job to carry a backup ranged weapon.


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Escallorak wrote:
There's no such thing as too many dice.

When you can no longer fit in your place of residence because of the dice filling it, you have too many dice.

Or you might just need a larger residence.

RuyanVe wrote:

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

Ruyan.

Develop your character as a reaction to what happens in the game, rather than sticking to a guide. Make your character yours, not just "cookie-cutter kineticist #65,894,326,517"


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Jurassic Pratt wrote:
"You'd be surprised how many encounters can be resolved by throwing a dwarf at it."

Outstanding!!!


If you're going to fall, do it with a potion of cure serious in your mouth

Dark Archive

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(applied to any RPG, in fact)

The magic happens when everyone playing the game so supports and enhances their joint imaginative experience that the actual physical location of where they are playing becomes pretty much irrelevant!

Richard

Sovereign Court RPG Superstar 2011 Top 32

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Tableflip McRagequit wrote:
"Sometimes you should heal and sometimes you should do something else and no one knows which is which but if you pick the wrong one and we all die, it's on you."

Nah, TPKs belong to everybody, players and GM. It's like a group hug except with death and blame.


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If you disagree with your fellow gamers, the best way to deal with it is through passive aggression.


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Darigaaz the Igniter wrote:
scootalol wrote:
• 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.
+1

make sure you have the party come accross a werewolf with hatch shaped burn scars on their face.


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Pathfinder Adventure Path Subscriber

Remember that it's supposed to be fun for all involved (so don't be a dick)!

RPG Superstar 2012 Top 32

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WRITE DOWN EVERYTHING you're going to need when in combat: spell descriptions, feat descriptions, attack and damage modifier TOTALS, magic item functions, wildshape adjustments, summoned monster stats, pets and cohort stats, special combat maneuver rules (grappling rules), etc.

Or at least what page they're on.


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Generic: It doesn't matter if you are the GM or one of the players, Pathfinder, like any great RPG, rewards those who pour their heart and soul into the game.

Specific: Pathfinder is a rules heavy system that is highly abstract and often non-intuitive, to get maximum enjoyment out of the game requires high system mastery.


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If it takes longer than 30 seconds to look up, you're better off making up a ruling anyway.


Pathfinder Rulebook Subscriber

Every group, every player, every GM operates differently, be prepared to adapt. If all the players are combat monsters, don't expect a touchy feely diplomacy game. If everyone is a mage, ask if there's a reason. A party of all Rangers and Slayers is another sign to look for. PF is not a game of loners, but a game of cooperation. D&D hasn't been a game of 'tuf guy' since 1999 with 3.0. A cold die will get a solo dead faster than pissing off Deadpool.

If you're joining a group, talk to them and find the role YOU want to play.

Grand Lodge

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Do not ask what you can do with a 10 foot pole, ask "What can I do for a 10 foot pole?"


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Orville Redenbacher wrote:
If you disagree with your fellow gamers, the best way to deal with it is through passive aggression.

I approve of this post.

I think it's wrong, but I approve.


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If your character is rude to other characters, make sure you aren't hurting real life feelings.

Don't PvP without prior agreement from everyone at the table.

Make a character that fits the campaign the GM is running, don't make a goofy character in a serious campaign or a character that hates the kingdom you are supposed to be trying to save.


andygal wrote:

If your character is rude to other characters, make sure you aren't hurting real life feelings.

Don't PvP without prior agreement from everyone at the table.

Make a character that fits the campaign the GM is running, don't make a goofy character in a serious campaign or a character that hates the kingdom you are supposed to be trying to save.

All of those are excellent.


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Players and GM are on the same side.

Now where is my list of under-CRd monsters...


Use what you like.


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Like what you use.

Dont use "It's just what my character would do" as a excuse to be a jerk.


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When looking for clues, don't forget to ask the birds


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If you have a problem that can be solved with money, you don't have a problem, you have an expense.


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Always be yourself, unless you can be a dragon. Then be a dragon.

Cleric feather fall is not as good as real feather fall


Always ensure you have several backup plans and escape routes

The Exchange

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The other people at the table are your partners, not your audience.


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Be sure to aim colon spray carefully.


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Sissyl wrote:
Be sure to aim colon spray carefully.

This is generally good life advice.


This is a cooperative game.


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BARBARIAN AM ALWAYS WINNER.


Make sure your character's famous last words are good ones. Or at least hilarious ones.

Follow the bouncing disintegration ray!" is probably the greatest line I have ever said.

On a related completely unrelated note, a caster that can cast Spell Turning should probably do so before entering that dungeon.


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Roll your to-hit die and your damage die together if at all possible.

Liberty's Edge

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Adventure Path Charter Subscriber; Pathfinder Adventure, Lost Omens, Rulebook Subscriber

Don't let the rules prevent you and your friends having fun.


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Flip with your legs, not your back.


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quibblemuch wrote:
Sissyl wrote:
Be sure to aim colon spray carefully.
This is generally good life advice.

What to get the skunk in your life that already has everything...


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Not everything has to make sense, friggin' morons.


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Don't sit in my spot.


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Vulcan Don Rickles wrote:
Not everything has to make sense, friggin' morons.

The name... the avatar image... I can't unsee it...


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Would you believe there's a Romulan version out there too?

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