Incentive for mediocrity


Advice


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This title is bait. I'm not exactly looking for incentives to have players roll actually mediocre characters, but I'm looking for 'home game' or 'PFS play in Campaign Mode' character creation rules that actually encourage players to adopt a theme for their characters and 'stick to it' (i.e. not just dump one rank in Craft and then forget about the whole thing).

Do any of you have suggestions for such incentives to build with the rule of cool and strongly encourage players not to create min/maxed murderhobos made up from a patchwork of rules taken from 65 different books?

(i.e. for example, if a campaign is about urban investigations, to create a toon that makes sense in an urban setting and didn't spend his entire childhood in a box learning to hold his breath or resisting bullies in alleys 24/7... in essence, making the character viable with a bunch of non-optimized for combat options which may include things like Skill Focus, Deceitful, Expert Salvager, Hide Worker, etc.)


Tell the table that you are not allowing stats below a 10, after racial modifiers are applied.

In a point buy system, this will raise the floor, but also lower the ceiling.

Use Hero Points to reward good roleplaying outside of combat.

Provide an environment that offers a lot of RP potential outside of combat.

Limit the amount of materials/books that they have access to for feats and classes and equipment.

But probably, most of all, talk to the table about your intentions and expectations... and listen to theirs.


I think have a decent point buy (20 rather than 15) so that character concepts are easier to make without min-maxing. Put restrictions on minimum and maximum scores, I usually say nothing higher than 18 AFTER racial modifiers are applied, eg. an Elf can get 16 INT +2 racial = 8, but they can't start with 18 INT +2 racial = 20. For minimum just don't gove them anything for negative stats, eg. 12 STR costs 2 points, 10 STR costs 0 points, 8 STR costs 0 points (no -2 cost points for dumping).

For more on skill points you could use background skill ranks, where players get more skill points per level but must put them in certain skills.

OPTIONAL RULES FOR BACKGROUND SKILLS

This means you're not taking something away from the players, you're giving them something. But it puts the focus on non-combat abilities and frees up some resources for them so that they can develop character without costing them anything.

You could also use Background traits, but tell them they pick one (bulllied etc) but you choose the other. So after they submit a backstory of some kind you get to say "ok you were a baker so you get this trait that helps with profession baker".


I have experience with this working

MrCharisma wrote:


You could also use Background traits, but tell them they pick one (bulllied etc) but you choose the other. So after they submit a backstory of some kind you get to say "ok you were a baker so you get this trait that helps with profession baker".

I would say though that because players do like to optimise their character I would suggest allowing drawbacks so they can get that 3rd trait (Their 2nd selection)

Elephant in the Room Feat Tax rules - If players have less need for chain feats they have more space in their selection, and therefore a chance at least to select a RP feat instead


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I usually start the campaign by saying "Guys, Pathfinder isn't that hard, you don't need to make a PC who can solo the game."

If the Players optimize themselves out of fun at that point, its on them.


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I don't have players trying to build those crazy characters too often. Here's my general approach:

1. Limit the material available for character creation.

2. Build encounters that test the PC's from every angle and reward different approaches. That bloodrager/oracle/gunslinger monstrosity might crank out damage like no other, but how do they handle ability damage, restrictive terrain and powerful foes that want more from the PC's than to kill them all?

3. Be active in character creation. "Oh, so you began life as a fighter. Were you a soldier? And then it looks like you took a few levels in swashbuckler. What happened there? What about the Snake Style feat, where did you pick that up?"
--most of my players have learned that a cohesive, sensible character has a depth of tone that a hodgepodge of ability grabs and saving throw boosts does not. And the more integrated their character is to my setting, the more satisfying they'll usually find gameplay.
That goes both ways, though. If a player really feels like some sub-optimal choices will fit their character, I'm always willing to give them a boost. I dont want my players sacrificing character depth for mechanical advantage, but I don't want them to feel like they can only have it one way, either.


I am way more willing to throw a dog a bone if the player has made a wonderfully immersive character that is completely suboptimal.

I love an in-depth, flavorful character... and respect those choices far more than the most optimized murderhobo in existence.


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I think the biggest thing is to make sure the players don't feel like they NEED to be super-optimised.

If you ask them for a DC:20 Fort save vs Ability Drain at level 1 then the players are going to react accordingly. You have to find a balance where the players are enjoying themselves but don't feel underpowered. The best way to do this is probably to start them on easy mode and slowly ramp up the difficulty. The tricky part is working out how slowly (or how quickly) to change the difficulty - if you go too fast they'll feel underpowered and optimise more, and if you go too slowly you risk people getting bored.

The other side of this is that you also have to reward players for interesting non-power choices. If that person is a baker with ranks in Profession:Baker or Craft:Bread you have to find a way for that to be important to the game somehow. If I've taken skill Focus and invested 17 levels of skill ranks into a skill for my 10 INT fighter I'm going to be pretty peeved if that skill never comes in handy. I can role-play a baker perfectly adequatly with one rank thank you very much (or no ranks).

So the main things are:

- Don't punish your players for making interesting choices.

- Reward your players for making interesting choices.

Though there are many ways to do this, remember that it all boils down to the character having a meaningful effect on the story. If you want them to make interesting choices then those choices have to affect their world.


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Have a target

If a fighter needs to survive past level 15, he needs to plan his feats a lot more carefully than he does if the campaign only goes to 8. Let your players know how far they need to go. If the fighter or rogue doesn't have to be competitive with high-level summons, they might not feel like they have to go full-tilt from the beginning to keep up with the curve.

Have a goal

Feats, skills, traits, and class features are all limited resources. If your players know which direction they need to focus, they will be able to move away from the "safe" choice of being better in combat.

Be skeptical
Some builds have an embarrassment of options. The Human wizard loves the finer things in life and keeps his Craft(Jewelry) and Appraise maxed out with a supporting trait, feat, and backstory? He can afford to do that much more than the Elven Archer can and may leverage those investments into breaking the game later on.

Be realistic

Not all classes are made equal. Some classes trivialize an encounter if they have the right spell prepared. Some classes are damn near useless in most situations until level 5. Wanting the Paladin to spend this level's skill point on Profession(Haberdasher) is a lot to ask for. Wanting your demihumans to buy their 8s into 10s will get you a lot of humans. Weak point buy creates more pets and fewer Magi or Monks. Etc.

* * *

In short, consider doing something to help the feat-hungry, skill-starved classes who inherently have fewer options. Maybe something like the Background Skills option from the Unchained book.


I used the Background Skills option in most of my games. Up to now I've run Pathfinder with PCs that are fairly optimized, and in some case they did so with my help. However after a few recent APs the players have trudged through like a cakewalk, I'm reconsidering this approach. What the Background Skills was meant for has in many instance just become a tool for optimization to some players, let's face it. I think that system needs heavy GM veto at this point: i.e. skill pts. must be used on something absolutely not combat/delve oriented (for instance: must be used for cook or baker or something actually useful for say, us all in real life! lol)

I don't want to cripple the party to a point where they look like chumps and are unable to tackle heavier threats, and I do want to keep playing APs, but yes, I do want to reduce the likelihood of that one PC soloing most encounters due to an absolutely unpredictable occultist combo I had no idea was possible. Said unpredictable ubermensch ends up completely screwed during games where social skills are say, required, and yawns/zones out/plays with his phone. Sometimes they put up a good face and try, but you can tell they're just itching to throw those dice and finish that next encounter by round 2.

I've found that these games are no fun for anyone, including the cakewalkers, in the end...

I'm really wondering if such non-combat options can be made into an actual, party-wide appealing incentives by means other than GM narrative and GM constant care taking of the external/environmental campaign elements offered as feedback to the players?

I've tried something completely different in a recent game I ran (Strange Aeons) for a local group: as some of you know, the game begins with all the PCs suffering from amnesia... so I went all in with that, akin to the way described in The Chronicles of Amber and had all characters wake up with absolutely no memories. No name, no class, no skills, no feats, nothing. The only thing available to them as they wake up was based on observation: they could tell they were thin, strong, short or tall, etc., as well as race, gender, but that was it. I obviously approached the players first before doing this, and told them they had 'nothing to do or prepare' before the first game. I prepared a pool of about 15 characters and literally assigned each player a character at random. The sheet was blank other than race, gender, height, weight and general personality. The experiment could have been a fail, but the players have had so much fun with this, and slowly getting their memory back, that I'm willing to try other similar things if you all have some ideas... even the most 'play barbarian all the time' players are currently having a blast playing the meek tiny halfling bard learning who he was before or the athletic swashbuckling half-elf with a fondness for certain jokes... so much so that I don't think I want to throw back character creation to the players ever again, at least not completely. I'm getting the feeling that character creation sets the tone to a campaign perhaps way more than I ever admitted it before... if you flub that, you might actually do long-term harm to a campaign.

There's things like businesses in Ultimate Campaign that I could have fun with going forward, for instance, but I know that APs are long and have a way to dominate the story, with little time for PC downtime. But I think that going forward, certain story elements could be stretched out over years instead of months, especially for APs that really *don't* feel connected from one book to another.

Sorry for the wall of text! I welcome all your inputs! those above have been great so far! My next AP goal, in a few months and when the craziness is over, may be to start Ruins of Azlant... I feel (but correct me if I'm wrong) that this one in particular could allow for experimentation throughout, due to that frontier / colony angle.


I will just second what others have said:

MECHANICS

Background Skills
Elephant in the Room Feat Tax - this frees up otherwise feat-intensive builds to focus on cooler, fluffier things.

^ Those are great places to start.

IMO, minimum state 10 before racial mods. 20 point buy. So, if someone is playing a Dwarf, they're allowed to have 8 CHA. Etc.

Two traits + an additional one with a drawback.

Give the players an extra amount of starting gold specifically to be used for "fluff items." Even something as small as 20 gold can lead to things like journals, musical instruments, holy symbols, board games, alcoholic beverages, cookware, etc.

Don't force your players to only take things like "Skill Focus" or "Deceitful" either. Encourage them to take at least 1 or 2 over their characters' lifetimes, sure. There are fluffy combat feats as well, after all, feats that won't see much use normally. But with Elephant in the Room in place, you should see characters break the norm in multiple ways. A masterful fencer with a feat for disarming foes (even though a LOT of enemies don't use weapons), a fighter with Intimidating Prowess, and someone specializing in a sub-optimal weapon for roleplay reasons (like a quarterstaff on a rogue) are all things you should be supporting.

On the note of sub-optimal weapons, consider allowing your players some leeway in terms of what you'll let them get away with. In the above example, if the rogue asks if he can use both ends with weapon finesse because he REALLY wants to play a nimble staff rogue... well, why not let him? It's not RAW, but you can say "Sure" to that so long as it isn't breaking the game. So long as your players behave, small allowances like that shouldn't usually be a problem. (And to make sure they don't become a problem, ask to know what feats they're thinking of taking ahead of time.)

DISCUSSION

Make sure your players know what type of campaign you're gonna run. Make sure to talk about the power level of the campaign so they can plan appropriately.

Make clear what sort of encounter varieties you intend to have, and not just the combat sort. If this campaign will have a lot of roleplay, wilderness exploration, or investigation, players will be more likely to bring tools tailored for those things.

If possible, give a "ratio" for what sort of situations the players will face. Something like "33% combat, 33% roleplay and dialogue, 33% other" is a good example. That will help people plan their characters.

Give your players a brief primer on where they're starting so they can make someone who is from the area if they wish, or from a nearby area. Talk to your players about their characters as they make them.

If possible, get players to make some extra details about their characters. For instance, in an urban campaign you can work with them to create a couple of NPC contacts in the city: family members, mentors, fences, the like. Rivals could be good, too!

Have them write rumors about their characters (one falsehood, one truth, one half-truth) that other players might know about with an appropriate Knowledge check. This will help get your players invested in the setting.

RUNNING THE GAME

As has already been said, make sure you aren't throwing challenges way above the power level your players are building for. Don't punish them for doing what you suggest!

Use the previously mentioned contacts - friends, neighbors, allies, family, whatever - as story hooks. They might give out quests, or they might be kidnapped, or they might turn traitor. Have fun with it!

Adjust your story so the players feel like it's about them, basically... at least partly if nothing else. A lot of campaign traits from published campaigns do this already, so do the same at your homebrew table, and really work to tailor the game to the characters.

FOOD FOR THOUGHT

If this is a homebrew campaign, consider capping the characters at a certain level using something like P8 rules. That is: once they hit a certain level, they stop gaining levels and instead gain feats (which potentially can be spent to get class abilities that would be available at, say, 3 levels higher than their class). The reason I suggest this is the game only really gets broken at the higher levels where the gap between casters and martials takes place.

For example, a level 8 character at most has access to 4th level spells and feats that require BAB 8+. This is a LOT easier to plan for than, say, parties with casters that goes up to spells of 7th level or higher. Plus, with only 8 character levels, any feats gained *after* level 8 won't feel like they need to be spent on combat stuff. People will feel more free to purchase fluffier feats, I think, once they've hit their "cap," even if they continue to gain XP and feats after hitting max level.


GM PDK wrote:
I prepared a pool of about 15 characters and literally assigned each player a character at random.

Actually this can ve a great tool as well. I wouldn't necessarily do this at the start of a campaign (although kudos if it works for you), but handing a random character to a player for a one-shot or shorter module (or campaign even apparently) does two things:

1. It introduces the player to a class/race/style/etc that they may never have tried otherwise. You don't really know what your favourite class is until you've tried them all, and even then there may he creative ways to use a class that you hadn't thought of. This moght help players branch out from their usual playstyle.

2. It gives them a character that they're not invested in mechanically. This means that the only way to emotionally invest in the character is to do so with roleplay. If they keep that character going forward then they'll likely be making more optimal choices, but since their original emotional investment was likely one born of the less mechanical aspects of the game they're more likely to choose options that suit the character rather than the build.

I'm actually a big fan of the iconic characters for these reasons. All the ones I've played are quite mechanically strong in their own way, but they all have weaknesses that inform character and game-play, and they often show off aspects of the class that tend to be ignored. As someone who tends to min-max more than I probably need to this can really help me get into character and accept - or even embrace - the weaknesses.


Shorticus wrote:

FOOD FOR THOUGHT

If this is a homebrew campaign, consider capping the characters at a certain level using something like P8 rules. That is: once they hit a certain level, they stop gaining levels and instead gain feats (which potentially can be spent to get class abilities that would be available at, say, 3 levels higher than their class). The reason I suggest this is the game only really gets broken at the higher levels where the gap between casters and martials takes place.
For example, a level 8 character at most has access to 4th level spells and feats that require BAB 8+. This is a LOT easier to plan for than, say, parties with casters that goes up to spells of 7th level or higher. Plus, with only 8 character levels, any feats gained *after* level 8 won't feel like they need to be spent on combat stuff. People will feel more free to purchase fluffier feats, I think, once they've hit their "cap," even if they continue to gain XP and feats after hitting max level.

I have a small gaming group and we play Gestalt most of the time and that is usually correct. With the expectation that you will get more feats you feel free to use some for noncombat stuff.


IME there are two things that will discourage overspecialization: a solid connection to the game world and necessity.

To deal with the latter first:
The party system in many ways works against this. If the GM only requires one person to do X on behalf of the party, no one else needs to invest resources in that skill. Simply requiring rolls from more/all players (e.g. a Diplomacy roll to avoid embarrassing themselves in a social situation) will encourage them to invest more in a variety of skills.
DCs are another issue. If DCs are always high enough that people need to max skills in order to succeed on a regular basis, it's obvious they won't be spending precious skill points on fluff. Also, 2+Int is way too low. Either up it to 4+ Int (wizards being the exception) or hand out free points if players spend a lot of time on something in game.

Feats are a bit trickier. Most of the skill feats are not interesting and do very little, if anything, other than give a numerical bonus to something you aren't interested in focusing on. Why the hell should someone give up the opportunity to be better at something they want their character to be good at just so you can feel better at them being less optimal?
Feats are extra training, extra abilities and ostensibly harder to come by than skill points. Unless you have levels in Commoner/Expert I don't see any reason to encourage/force players to take Skill Focus (basketweaving) just because they wove some baskets as a kid; that's what skill points are for.

Finally, a connection to the setting is the single most important factor in encouraging players to choose fluff skills. If you have a good society and culture to base your character on it's a lot easier to find out what sort of thigns

A great example of how setting can encourage diversity of skills Rokugan, the setting or the Legend of Five Rings game. As a samurai you are expected to comport yourself with dignity and not insult people through bad manners (ranks in Etiquette). Being able to talk politics and persuade people is always useful (ranks in Courtier). You need to use your weapon well if you are a warrior (ranks in at least one, often two or three weapon skills) and duel to defend your honor or the honor of your family and clan (ranks in Iaijutsu). Being athletic is never a bad thing (ranks in Athletics). Samurai should be well read in a variety of topics (ranks in various Lore skills), and skilled in the arts (ranks in one or more artistic skills). Riding is useful (ranks in Horsemanship) and depending on your job and interests, things like Perception, Stealth, Hunting, Craft (arms and armor) can be useful. There are various games like go or shogi or even kemari which are popular (ranks in those).
While not everyone needs to have ranks in everything or be good at everything, a lot of fluff skills can be very useful. Being able to show off your knowledge of some subject, especially religion, will gain some degree of renown. Being able to at least talk shop on the subject of art will show not only that you are cultured but possibly impress certain high-standing officials, giving you an edge in negotiation. Being able to perform well at various games and contests will bring glory (everyone likes a sports star) and may well bring valued prizes.
Since the samurai are part of a family and clan and their jobs are dictated by this large organization around them, they have to interact with the system. Murderhoboing is hard to pull off in Rokugan.

The game system encourages diversity since a single rank in a skill can provide a significant bonus over untrained, while there are diminishing returns for higher ranks of skills. In that respect it's easier for L5R characters to diversify, but the connection to the setting, the characters' place in society at large, can easily enough be replicated in other games.


GM PDK wrote:

This title is bait. I'm not exactly looking for incentives to have players roll actually mediocre characters, but I'm looking for 'home game' or 'PFS play in Campaign Mode' character creation rules that actually encourage players to adopt a theme for their characters and 'stick to it' (i.e. not just dump one rank in Craft and then forget about the whole thing).

Do any of you have suggestions for such incentives to build with the rule of cool and strongly encourage players not to create min/maxed murderhobos made up from a patchwork of rules taken from 65 different books?

(i.e. for example, if a campaign is about urban investigations, to create a toon that makes sense in an urban setting and didn't spend his entire childhood in a box learning to hold his breath or resisting bullies in alleys 24/7... in essence, making the character viable with a bunch of non-optimized for combat options which may include things like Skill Focus, Deceitful, Expert Salvager, Hide Worker, etc.)

Honestly, the best thing to do in my opinion is to tell the players you're not going to run a combat focused campaign but rather an intrigue based campaign.

Make combats easy. Like super easy. So easy than un-optimized characters using only the core rule book would find it easy. This means they don't benefit from increasing their numbers much, because they're we're already going to succeed. Eventually they might catch on that "Man, combat is easy, but we keep failing all these investigations and diplomatic events!"

Oh yeah, and make sure you don't let one character carry RP events. Force everyone to be involved, and that individual failures can cause the group to fail. There are rules sets that exist for this, and the Pathfinder Social Combat deck rules are a good base. With a little tweaking, at least for my group.


Another thing I did was to rip the Backgrounds from 5E but only use the special bonus. Sailors get free passage on boats for example. I dropped all benefits to skills (That's what traits are for). What I found was my players naturally selected one trait to aid that special bonus (Profession: Sailor in this particular case


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One of my players did this when he was running his own campaigns: even level non-essential feats.

Basically he made a list (this was back in Core so his list was pretty small) and because there weren't traits he let everyone pick one feat from the list at level 1. These were feats like Skill Focus, the multi-skill bonus feats, or Eschew Materials and the like. Then, starting at level 2 and every even level after that, they either got to pick another "non-essential" feat or they received an added bonus with some non-combat, non-essential ability.

One of his players was a Halfling and used the non-essential feats to up his base speed with Fleet over and over. While this DID have a combat impact the reason the player chose this was because, for the whole campaign, the halfling was "in training" as a professional runner. The player really hammed it up acting like a celebrity athlete wherever the party went; he signed autographs, put on displays (always for money) and met all challengers, even trying to outrun an ostrich at one point!

I find its hard to motivate players, even story-driven players, to WANT to pick non-combat options. Failing a Diplomacy check has challenges and consequences, but they're rarely directly lethal; you might cheese off a mob but that failure LEADS to combat, it doesn't automatically spell your doom.

If you miss with your sword, or don't do enough damage, or blow a save that's literally the end of your PC, hard stop. Plus lots of players in my games min/max for combat and STILL end up with a sort of niche character anyway. For example I have a player running a NG M Ratfolk Investigator 7/Wizard 2 who began the campaign with a small alchemist's shop.

As the campaign grew his out-of-combat role grew as well. He used Downtime to build his shop which he's since handed off to a cohort. After an adventure that saw the PCs saving the head of a council of Ratfolk, the player came to me as an aside and asked if HE could get involved with the council. Since I didn't want the player bogged down in politics and intrigue (it's not that kind of game) I offered him the Chief Investigator position and he accepted.

One of the adventures was one of this PC's investigations. Between adventures during Downtime we often have Downtime "rounds" where the Investigator is nabbing some criminal, thwarting some minor plot or critiquing the work of his bumbling assistant, Smithers (modeled actually after Penfield from the original Danger Mouse cartoon)!

That leads me to another thing you can do: hand out free ranks in skills, then make sure you have Downtime. You don't necessarily have to use all the mechanics of the Downtime rules, but giving PCs a day job and the opportunity to use it opens up a lot of facets of the game players often ignore. I myself give every level 1 starting character 1 free rank in any Craft, Profession, or Perform skill they so choose. This doesn't give them that skill as a Class skill, but it does give them a career outside of murderhobo-ing.

If your DPR-focused Barbarian has a decent Wisdom, remind her that with a Trait she can pick up Profession: Brewer as a Class skill with a +1 even. Then she puts her free 1 rank in it... suddenly she's got a +7 in that skill right at level 1. Sure, this might not ever come into play in combat or with practical applications toward the party's adventures, but with the right GMing you can make this relevant in some scenes.

Perhaps the Barbarian is called upon to engage a dwarven brewmaster in a battle of wits, or ID some famous liquor among several frauds, or maybe some obscure ale recipe is the key to unlocking a mystery. More than that the barbarian is known as much for how well her beer knocks folks out as she does! It adds an avenue for roleplaying and character development if the game is driven that way.

One final note though: you can lead an adventurer to water, but you can't make them play in it.

I had a guy running a dwarf PC years ago. He actually DID take 1 free rank in Profession: Brewer. I built up a whole subplot about the Brewhammer clan of dwarves, their famous Red Ale, and so on. He was very not interested.

After several levels of being not interested, after one adventure the PCs got back to town. I asked for actions during Downtime and the PCs decided they were going to be down for 4 days. When I got to the guy running the dwarf he literally said "I'm not doing anything, just waiting here in the square for the other PCs."

I clarified a couple times: you're not doing ANYTHING? This obstinate player confirmed it so, after a few Fort saves... he died. He died of thirst. The notable dwarven brewer, inheritor of the noble Brewhammer brewing traditions, died because of a lack of liquid in his body over the course of 4 days.

Was I petty and childish? Yes. Was it warranted? Maybe not. Still I had gotten tired of 6 levels, months of game play, where the other players were making items, businesses, social contacts that furthered gameplay etc. and this player just simply did nothing. He even once complained that the wizard PC had all kinds of "free" scrolls (even though the wizard PC was crafting them for half cost with Scribe Scroll) and he didn't have stuff like that.

Point is, you can incentivize your players to play as something other than murderhobos, but if they choose to anyway, that's on them, not you.


Kasoh wrote:

I usually start the campaign by saying "Guys, Pathfinder isn't that hard, you don't need to make a PC who can solo the game."

If the Players optimize themselves out of fun at that point, its on them.

What do you mean when you say “optimize themselves out of fun”?


MrCharisma wrote:

I think the biggest thing is to make sure the players don't feel like they NEED to be super-optimised.

If you ask them for a DC:20 Fort save vs Ability Drain at level 1 then the players are going to react accordingly. You have to find a balance where the players are enjoying themselves but don't feel underpowered. The best way to do this is probably to start them on easy mode and slowly ramp up the difficulty. The tricky part is working out how slowly (or how quickly) to change the difficulty - if you go too fast they'll feel underpowered and optimise more, and if you go too slowly you risk people getting bored.

The other side of this is that you also have to reward players for interesting non-power choices. If that person is a baker with ranks in Profession:Baker or Craft:Bread you have to find a way for that to be important to the game somehow. If I've taken skill Focus and invested 17 levels of skill ranks into a skill for my 10 INT fighter I'm going to be pretty peeved if that skill never comes in handy. I can role-play a baker perfectly adequatly with one rank thank you very much (or no ranks).

So the main things are:

- Don't punish your players for making interesting choices.

- Reward your players for making interesting choices.

Though there are many ways to do this, remember that it all boils down to the character having a meaningful effect on the story. If you want them to make interesting choices then those choices have to affect their world.

This is incredibly important

I made the mistake of running midnight mirror just before starting an AP. That was littered with save or suck (loads of paralysis)

So when it got to AP characters people are pumping AC and saves to the excisions of almost everything else. Including eschewing flavourful familiar options directly tied to the background in favour of the one that gets you the saving throw boost required


Lanathar wrote:
Kasoh wrote:

I usually start the campaign by saying "Guys, Pathfinder isn't that hard, you don't need to make a PC who can solo the game."

If the Players optimize themselves out of fun at that point, its on them.

What do you mean when you say “optimize themselves out of fun”?

If combat is over in the first round because the PCs are too optimized for combat, combat become really boring to the people that enjoy the combat encounters in the game.

So they've made it so that they're not having fun because their characters are too good at it.


The biggest reason most players make combat focused characters is that is what 90% of the game usually ends up being. If you want your players to build something besides combat focused characters put out more challenges that cannot be solved by combat. Most people don’t like paying for things they don’t use so if you are not requiring skills to be used they are not going to invest in them.

Part of the problem is the whole role playing vs roll playing argument. Most people who say they want role playing actually don’t role play that well. How many times have you seen a person try to social skills they have that their character does not possess and play it off as role playing. If they really were role playing they would roll the skill and then play of off that, instead of trying to get the circumstance they desire. The best example I have seen on this was when a player with a low CHA score attempted to use diplomacy to get some information. The player rolled crap and instead of trying to salvage the situation starting insulting everyone in the bar. The player had better skills than that, but they still went with it because that was his concept.

First thing to do is to start calling for more skill rolls. Once your players realize that they will be an important part of the game they will start investing in them. You don’t need to call for a roll for everything, but you need to make it so the players have a reason to invest in skills. Another way to reward players for investing in skills is to give them some extra rewards. Look over your characters sheets and if the character has a high bonus in a relevant skill give them a clue or minor benefit without having to roll. For example if a character has a high bonus in a knowledge skill give them some information related to that knowledge that helps the current situation without requiring a roll.

Using the background skill option is a good idea which is why I do it in my campaigns. But you have to actually use those skills. Professional skills are often overlooked but can be useful. If you players are trying to research something in a library professional skill librarian should cut the time to find the information significantly and gain more information than the players would otherwise get. Professional skill soldier would allow the player to choose better defensive site for resting. Professional skill architect could help figure out where a secret door is, maybe give a +2 circumstance bonus to perception.

Dumping stats is a kind of tricky. Physical stats are not a problem and you should not restrict dumping those. The wizard with the low STR is a pretty classic concept and does not usually cause a lot of problems. Dumping mental stats is usually where the problem lies. Other than the role play vs roll play that I already covered, the other problem is when a player with a high mental stat has a hard time down playing his own stat. I for one have a hard time playing characters with low INT. Some players are able to do this quite well, but other do not. Let your players know if they are going to dump a mental stat you expect them to role play to their characters stat, not their own.

The most important thing is to talk to your players before the game starts and let them know what type of game you are going to be running. Tell them that skills will be a big part of the game and ignoring them will make things more difficult for them. After you have told them this follow up and don’t cut them any slack if they ignore your advice. The only exception I would make on this is if they want to rework their character after the campaign starts.


Warped Savant wrote:

]If combat is over in the first round because the PCs are too optimized for combat, combat become really boring to the people that enjoy the combat encounters in the game.

So they've made it so that they're not having fun because their characters are too good at it.

Unless they are the type of player who enjoy this. I know a couple.


In the last game I ran, the PC's needed to convince The Queen of the Fae to close the doorways between her world and the mortal, while her crooked advisor tried to convince her of the opposite.
So there were opportunities for plenty of social rolls; those were the engine of the encounter, how progress was made.

Then there was Knowledge and stuff like that, to help the PC's understand what sorts of conversational tactics would be most effective (appealing to the Fae-Queen's sense of compassion would be a lot harder than good ol' fashioned flattery, for example).
That was the road the encounter was on. It dictated how quickly and easily progress could be made.

And then there was a bit o' combat and mortal danger. The Queen's garden was full of blood-hungry flowers, curse-slinging trow and fierce sprites riding giant wasps and tiny owls. Making a case before the Queen was a standard action, so the party had to take shifts beating off the numerous monsters to buy the others time, depending on who's skills were needed most at the moment.
And then there was the reality-warping aura of the Queen that eroded the party's sense of self and sanity.
That was...I guess the potholes in the road, and the seatbelts and the gas tank? The metaphor starts to fall apart there, but the physical threats served as obstacles to their main goal and as a time limit for their goal to be met.

At any rate, no one "dominated" the encounter or solved it with a spell or anything of that sort. In addition, it was incredibly tense, frightening and memorable. No one performed the same action more than twice in a row, they were one step away from defeat and one of the players was one round away from Cha0.
I think the Angry GM's articles on encounter building are absolutely priceless, if you can get beyond his arrogance and faux-hostility.


Lanathar wrote:
Kasoh wrote:

I usually start the campaign by saying "Guys, Pathfinder isn't that hard, you don't need to make a PC who can solo the game."

If the Players optimize themselves out of fun at that point, its on them.

What do you mean when you say “optimize themselves out of fun”?

If the PCs complain that combat or X (x being whatever they optimized for) is not fun, that's their own fault. They built a monster and have to deal with the consequences of that. Because RPGs are about making choices.


Bjørn Røyrvik wrote:
Warped Savant wrote:

]If combat is over in the first round because the PCs are too optimized for combat, combat become really boring to the people that enjoy the combat encounters in the game.

So they've made it so that they're not having fun because their characters are too good at it.
Unless they are the type of player who enjoy this. I know a couple.

Same here. I found a way around it last night:

--> The PCs' reputation of being ruthless killers has been spreading fast for three games in a row now.
--> When they get somewhere and interact with NPCs, those have their guards up against the PCs already, and have invested in early warning systems (paid lookouts disguised in the crowd). Message is a beautiful 0-level spell.
--> When the (overly good at combat) PCs initiate combat, NPCs and monsters (lo and behold!) FLEE immediately, drink potions of invisibility, activate newly purchased scrolls of dimension door.
--> THIS, frustrates some uber PCs immensely. Immensely.
--> MY PREDICTION: those uber slayers will now start adopting a lower profile, refrain from always striking first despite their +18 initiative, and invest in a sap or merciful weapon, or at least begin to take the -4 to strike as nonlethal.

Now, to find a way to influence players to take non-optimized options in the long run and not only as a response to GM interventions... :P


I feel sick to my stomach that people would actually RUIN the roleplaying by having minimum/maximum ability scores AFTER racial modifiers.

The moment when you make f@*#ing goblins have the same strength floor and ceiling as g** d@~n orcs is the moment you are doing everything wrong for roleplaying. (By the way, that was an arbitrary example. I could have used any race with a Str penalty compared to any race with a Str bonus. I just chose those two because they are what I imagine when I think of class dependent races that are either really weak or really strong.)


In the game I'm currently running, I give everyone a free max ranked skill based on charisma called "background". You roll it whenever your non-combat back story, goals, and forgotten information need to be applied. Originally it was to make sure players didn't feel the need to define their skill set within the rules framework, but I use it for other purposes too.

Unfortunately, I also included a universal amnesiac period in the plot and hooked what the players wanted to roll for to what their life was like during that period, so I don't have a clean idea of how well this works. But it seems to work out alright.

I also give feats to people who have selected non-optimal feats for flavor. Either a thematically appropriate combat related feat for a non-combat related one, or an additional combat feat when they select one that sucks. And I allow occasional rebuilds and such if requested.

All of that is balanced against a hyper optimized version of their characters that I've built and maintained, so that I know about where they could be if they were going crazy with the rules.


I haven't played a lot of my characters but I have made a bunch. I always try to optimize enough so they won't die when I do get to play them. But I've also planned feats and classes for flavor as well.

As others have said, you can't throw something that could easily kill them with one bad roll and then not expect them to make it so that won't happen later in the game. The Elephant in the Room feat taxes would be a great help in that regard. I have a few characters where playing with those rules would open up at least 3 feats.

It's good to encourage role-playing by rewarding an interesting choice, but don't punish uninteresting choices either. My first character died early on (granted it was mostly because I was too inexperienced and made a stupid decision), but I came to like the idea I had come up for her so I rebuilt her and gave her a starting level of Inspired Blade Swashbuckler. This was a choice made for a mechanical benefit as I wanted her to survive the next time I got to play her. But I can easily make it into an interesting aspect of her backstory.

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