What rules do you always have to look up?


Pathfinder First Edition General Discussion

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I can never remember what exactly lesser,normal, and greater restoration can do.


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Lesser restore ability damage, normal restore ability drain, grater restore negative level


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Grappling.


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Let me think

.Most combat manoeuvres.
.Carry capacities.
.level drain/damage/all the other crap to do with levels
.Gradients of diplomacy

I’m sure there are more but those are the ones I can think of.


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Combat maneuvers and conditions.


Chromantic Durgon <3 wrote:
.Carry capacities.

Think about how bad it is for druids. They constantly have to deal with modifiers from their size and body type that then has to be applied to the tables.


Also spells.

I'm not used to playing a full 9th level caster, but I'm playing a cleric in our Kingmaker game. Not only am I a full caster, but I have access to every spell on the list, so when someone asks: "Do you have anything you could use to help with this?" I spend half the session looking through lists of spells to see what's available.

Liberty's Edge

Zepheri wrote:
Lesser restore ability damage, normal restore ability drain, grater restore negative level

Normal Restoration will restore one negative level, for 1000 gold pieces worth of diamond dust; usable once per week. Greater Restoration will restore _all_ negative levels but requires 5k diamond dust.

* * * *

MrCharisma, I'm with you on Clerical spells (Gyre just made level 11). I take Water Walking and Water Breathing anytime we're near ships, and don't otherwise.


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I always look up environmental rules and combat maneuvers.

Too many fiddly bits to waste time memorizing everything when I have the books right there.


I know I'll never memorize everything. I've got a good handle on most things, though. But my laptop already has several tabs to d20pfsrd.com open so I can find things in a quickness.


Falling damage. Only part I can remember is it has a max damage of 20d6.


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Concentration and spell resistance checks. Literally every time. The sorcerer in my game finally broke down and scribbled the equations on the side of her sheet because she was tired of waiting for me to dig it out every session. And I mean every session, because we're in a high-level game right now where every. single. thing has spell resistance.


Oh yeah. That happens a lot, too. I try to get my players to keep some notes and add stuff to their sheets that would be helpful but noooo.


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Benefit of playing online is that I can have a half dozen tabs open ready and waiting to search for whatever I need to remember in the moment without anyone having to wait for me to flip through the book.

This is useful because if left up to my own devices I can't remember numbers of any sort. Concentration checks, condition modifiers... It all vanishes from my brain the moment it's no longer immediately important.


On a related note are there any names of characters, places etc you always get mixed up? This is from DND but I always get Fzoul Chembryl (the chosen of Bane) and Fraz'Urbluu (the demon lord) mixed up.


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It'd help if Fzoul would have the decency to stay dead.

Edit: Oh, good, he's an outsider now or something. Teaches me to comment on something I haven't looked at in over twenty years.


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Lighting rules. I finally have Grappling memorized after 5 years of DM'ing. Most things that are similar-but-not-the-same as they were in 3.5 - I made the switch to PF very late. The second round of most Detect spells.


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I hate the lighting rules. HATE THEM.


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I do too
I ignore them actually lol


They've actually not come up in a while. But yeah, I'm going to ignore them.


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I also get Aroden and Abadar mixed up.


I would have ignored them but my players like the little nitpicky rules and start to really question things like when I let the Human see down the 60ft hall with just Light. They monitor their own carrying capacity, too, and consider Ant Haul a key spell. *shrugs* Not the worst problem to have.

Lighting rules are actually pretty brutal, and significantly raise the value of Darkvision and Low-Light. I don't personally like them but they really shift how the game plays out in an interesting way. Ignoring them definitely makes for a very different Pathfinder.


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The lighting rules aren't that bad until you realize that a human standing in a large dark room can't see a lit torch 50 feet away, much less the person holding it.


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I’m embarrassed to say, but conditions. It’s only been 19 years; I have no excuse. Luckily we have the card deck, and I have an assigned player who hands out each card as required. That includes to me, the GM. I always sheepishly accept...


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blahpers wrote:
The lighting rules aren't that bad until you realize that a human standing in a large dark room can't see a lit torch 50 feet away, much less the person holding it.

The ruling that you can't see through darkness is pretty specifically about Darkness (and its other spell/spell-like variants) and not a lack of light. Darkness interacts with non-magical light differently than darkness. The effectively blinded rule in the Vision and Light section of the CRB isn't actually blinded (thus the use of effectively) - it is likely intended to refer to your vision with regards to the area of darkness and not a lit area nearby. I know you can RAW your way to the conclusion that you can't see through/out of non-magical darkness but that doesn't always mean you should. PF breaks down pretty fast if you go RAW doggin around.


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The two that I'm the worst at:
1) Concentration/casting defensively (specifically, d20 roll + caster level + ability mod? No ability mod? I dunno... look it up. And yes, it's d20 + CL + ability mod)
2) If SLA provoke AoO (Yes, they do)

(And then other things like spells, conditions, carrying capacity, anything on a chart, etc.)


Unless it's absolutely essential in some way to the story or adventure we completely ignore the carrying capacity rules. I have a player who does record all that on his sheet but it has never come into play in the current campaign.

Sovereign Court RPG Superstar 2011 Top 32

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XP Tables, if we're not using milestone leveling. What? They aren't an easy progression like 3.X.

Rules for the APG combat maneuvers when they come up.

There are some universal monster rules I feel like I have to reread every time - whirlwind comes to mind.

Concentration DCs except for defensive casting.

A lot of the more uncommon skill check DCs, especially for PC actions not anticipated in the adventure using things like Fly or Ride.

I'm assuming "looking up monster stats" as a GM doesn't count.


Things like weight capacity and XP tables may need to be looked up, but only between sessions when permanent changes occur. The druid has a given capacity normally, and has several choices of size and body form. A small cheat sheet suffices to handle this. Add in the standard buffs used, and the cheat sheet gets a little longer. For XP, you only need to look it up after you just leveled.

Spells, now, that is harder. I use a spreadsheet where I rate spells as never-use or maybe-use. I then hide the never-use and have a short list. As this list also has the short form of the description, I can usually quickly scan the list.

/cevah

Grand Lodge

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Concentration checks, The grappling flowchart and spell components. No one remembers what components are used for what spells.


Power attack, I use it all the time, but keep on forgetting


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Usually this is because I'm doing theorycrafting but, I'm constantly having to look up how weapon damage scales with size beyond 1d8 and 1d10. There's a handy chart that shows you and it's easy to use, but I have to look at it every time.


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The Intimidate skill. That vexes me. Aggravates me. Infuriates me.


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DungeonmasterCal wrote:
The Intimidate skill. That vexes me. Aggravates me. Infuriates me.

I think it intimidates you. :-)

/cevah


It is very daunting indeed.


DungeonmasterCal wrote:
The Intimidate skill. That vexes me. Aggravates me. Infuriates me.

Yeah my GM never remembers this is not an opposed skill. She constantly asks me what she has to roll to beat my check and I always have to tell her I need to beat a DC of 10+the targets # of HD+the targets Wisdom modifier.

Which drives me crazy since I been using intimidate checks regularly with the same character (demoralize. Cornugon Smash, Dreaful Carnage) for 10 (real life) years and she still does not remember.


It was never much of an issue until one of my players began playing a Thug archetype (I think that's what it is) with some pretty good feat selections. Now I have to look this damned thing up every time.


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Gilfalas wrote:
DungeonmasterCal wrote:
The Intimidate skill. That vexes me. Aggravates me. Infuriates me.

Yeah my GM never remembers this is not an opposed skill. She constantly asks me what she has to roll to beat my check and I always have to tell her I need to beat a DC of 10+the targets # of HD+the targets Wisdom modifier.

Which drives me crazy since I been using intimidate checks regularly with the same character (demoralize. Cornugon Smash, Dreaful Carnage) for 10 (real life) years and she still does not remember.

Have pity. She has to juggle a lot more stuff than you do.


blahpers wrote:
Gilfalas wrote:
DungeonmasterCal wrote:
The Intimidate skill. That vexes me. Aggravates me. Infuriates me.

Yeah my GM never remembers this is not an opposed skill. She constantly asks me what she has to roll to beat my check and I always have to tell her I need to beat a DC of 10+the targets # of HD+the targets Wisdom modifier.

Which drives me crazy since I been using intimidate checks regularly with the same character (demoralize. Cornugon Smash, Dreaful Carnage) for 10 (real life) years and she still does not remember.

Have pity. She has to juggle a lot more stuff than you do.

This. I’m generally in strong support of the ‘Pity the GM’ camp, especially if they a) have worked hard to prepare; and b) are doing their best to create a fun and immersive experience for everyone at the table. And in her further defence, I might even suggest that am opposed check might be more sensible and intuitive...

Not to jump on you - you’re bringing it up in good humour, I know.


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blahpers wrote:
Gilfalas wrote:
DungeonmasterCal wrote:
The Intimidate skill. That vexes me. Aggravates me. Infuriates me.

Yeah my GM never remembers this is not an opposed skill. She constantly asks me what she has to roll to beat my check and I always have to tell her I need to beat a DC of 10+the targets # of HD+the targets Wisdom modifier.

Which drives me crazy since I been using intimidate checks regularly with the same character (demoralize. Cornugon Smash, Dreaful Carnage) for 10 (real life) years and she still does not remember.

Have pity. She has to juggle a lot more stuff than you do.

Oh I know. I ref for the group as well so it is not like I have 0 idea what a GM needs to do.


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I think I might tinker about with the Intimidate skill and see if an opposed roll might be concocted.


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DungeonmasterCal wrote:
I think I might tinker about with the Intimidate skill and see if an opposed roll might be concocted.

Wanna tackle Spell Sunder on allies while you're at it? It could use some love.


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I can only screw up one thing at a time.


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DungeonmasterCal wrote:
I can only screw up one thing at a time.

Then you are not trying hard enough.

/cevah


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I don’t understand why an apposed roll would make sense to anyone

Being scary and being hard to scare are not to factors that correlated. I knew a very scary teacher who literally ran away from wasps in her class room.

Being powerful and understanding your opponent (hit die numbers and wisdom) are.


To the person who asked: no, looking up monster stats in general doesn't count as I doubt anyone has all the monsters memorized. That said, I have one involving a pair of specific monsters: with wraiths and spectres I can never remember which one does energy drain and which one does con drain.


Also I second (or third or fourth or whatever it is by now) being gentle with the DM as being DM is exponentially more work than being a player.


Chromantic Durgon <3 wrote:

I don’t understand why an apposed roll would make sense to anyone

Being scary and being hard to scare are not to factors that correlated. I knew a very scary teacher who literally ran away from wasps in her class room.

Being powerful and understanding your opponent (hit die numbers and wisdom) are.

I don’t think you’re wrong. But I do think it’s an understandable and defensible error by a GM. And it might be cool to make it opposable...

I’d like DungeonmasterCal to fix perception and crossbows while he’s at it...


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Maybe DungeonmasterCal can fix the Rogue also.

/cevah


Cevah wrote:
Maybe DungeonmasterCal can fix the Rogue also.

I can do that!

Step 1: Remove Rogue from CRB Chapter 3.
Step 2: Add Rogue to CRB Chapter 14.

Done.

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