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Wandering Adventure Party

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  3. The sheer number of options is the best thing about Pathfinder. It's also the worst.

The sheer number of options is the best thing about Pathfinder. It's also the worst.

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  • festnt@sh.itjust.worksF festnt@sh.itjust.works

    the fun thing is, you could literally just do everything completely randomly and your build will still be good

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    mnemonicmonkeys@sh.itjust.works
    wrote last edited by
    #39

    Eh, there’s at least 1 exception: toxicologist alchemist. Especially if you’re about to play Abomination vaults

    festnt@sh.itjust.worksF orenj@lemmy.sdf.orgO 2 Replies Last reply
    0
    • 𝔄 𝔰𝔢𝔫𝔱𝔦𝔢𝔫𝔱 𝔭𝔦𝔢𝔠𝔢 𝔬𝔣 𝔠𝔥𝔢𝔢𝔰𝔢Z 𝔄 𝔰𝔢𝔫𝔱𝔦𝔢𝔫𝔱 𝔭𝔦𝔢𝔠𝔢 𝔬𝔣 𝔠𝔥𝔢𝔢𝔰𝔢

      I cannot recommend the Pathbuilder app enough. It narrows everything down to the available options based on what you’ve chosen so far, without taking the option of house ruling away from you.

      M This user is from outside of this forum
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      mnemonicmonkeys@sh.itjust.works
      wrote last edited by
      #40

      Just keep in mind that cross-referencing options with Archives of Nethys is also super important. I’ve had 2 players build overly complicated characters and needed a ton of help to unbork them simply because they didn’t read anything before making a selection

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      • Z ziggurat@jlai.lu

        How easy it is for someone not knowing the game to build or even play a character? It’s great to have thousands of option, except when you join a game, don’t know yet all the option available and find up latter that your build doesn’t work. Is it a risk in pathfinder, or are the options robust enough to neither close path early nor have necessary combo?

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        mnemonicmonkeys@sh.itjust.works
        wrote last edited by
        #41

        While there are some dead-end builds, they’re pretty rare. As in, avoid the toxicologist subclass for alchemist and you’re largely fine.

        There are some classes I wouldn’t recommend for new players due to complexity, like the alchemist and the psychic, but that’s only because they’re complicated.

        Another thing to keep in mind is that martial and caster classes are actually balanced against each other now, and melee characters are going to do more damage than ranged characters due to them being on the front lines and taking more risks. This isn’t critical for effective gameplay, I’m just trying to let you know what to expect.

        While you go about making a character in Pathbuilder, I recommend also looking up the same options in Archives of Nethys, which is the semi-official source of game rules. It will have everything available on there except for adventure paths and lore books, with the full text of every option and rule. There’s chapters available on there on how to play the game and I recommend reading it.

        Another reason to use Archives of Nethys is because it gives more context on options. You could build a character that is a rare ancestry like a Conrasu or Goloma, but without a picture and full description you’re not going to know what your character actually is.

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        • Count Regal InkwellV Count Regal Inkwell

          I wouldn’t know

          I make all my choices based on sheer Rule of Cool-ness – I start with a vibe and build for that.

          BUT. None of my GMs are tryhards, so maybe if I brought my characters to a tryhard session they’d get wiped.

          festnt@sh.itjust.worksF This user is from outside of this forum
          festnt@sh.itjust.worksF This user is from outside of this forum
          festnt@sh.itjust.works
          wrote last edited by
          #42

          honestly choosing the coolest thing every time is probably the best way to build a character

          maybe, but for tryhard games you’d make a tryhard character anyway

          Count Regal InkwellV 1 Reply Last reply
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          • M mnemonicmonkeys@sh.itjust.works

            Eh, there’s at least 1 exception: toxicologist alchemist. Especially if you’re about to play Abomination vaults

            festnt@sh.itjust.worksF This user is from outside of this forum
            festnt@sh.itjust.worksF This user is from outside of this forum
            festnt@sh.itjust.works
            wrote last edited by
            #43

            hmm why is that?

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            0
            • festnt@sh.itjust.worksF festnt@sh.itjust.works

              honestly choosing the coolest thing every time is probably the best way to build a character

              maybe, but for tryhard games you’d make a tryhard character anyway

              Count Regal InkwellV This user is from outside of this forum
              Count Regal InkwellV This user is from outside of this forum
              Count Regal Inkwell
              wrote last edited by
              #44

              maybe, but for tryhard games you’d make a tryhard character anyway

              That’s the thing though

              I have no idea how.

              Since PF2 came out I got by just fine on making unique and fun but entirely unoptimised characters. So I never bothered learning what synergises with what to make a tryhard character.

              festnt@sh.itjust.worksF 1 Reply Last reply
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              • Count Regal InkwellV Count Regal Inkwell

                maybe, but for tryhard games you’d make a tryhard character anyway

                That’s the thing though

                I have no idea how.

                Since PF2 came out I got by just fine on making unique and fun but entirely unoptimised characters. So I never bothered learning what synergises with what to make a tryhard character.

                festnt@sh.itjust.worksF This user is from outside of this forum
                festnt@sh.itjust.worksF This user is from outside of this forum
                festnt@sh.itjust.works
                wrote last edited by
                #45

                oh well you’d just have to play a bunch of characters and see what is strongest

                or watch videos about optimizing characters. there are a bunch of those (a couple of youtube channels i’d recommend for that are swingripper and mathfinder)

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                • BalerionB Balerion
                  This post did not contain any content.
                  agamemnonymous@sh.itjust.worksA This user is from outside of this forum
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                  agamemnonymous@sh.itjust.works
                  wrote last edited by
                  #46

                  Laughs in GURPS

                  T 1 Reply Last reply
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                  • agamemnonymous@sh.itjust.worksA agamemnonymous@sh.itjust.works

                    Laughs in GURPS

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                    toothpaste_ostrich@feddit.nl
                    wrote last edited by
                    #47

                    Oh man, I really tried it one time… But I couldn’t really wrap my head around it, nor get my players to learn it. Also I wanted some pre-made monsters to toss into an encounter… Couldn’t find anything like that. You have to make every monster from scratch? I might be remembering that wrong.

                    agamemnonymous@sh.itjust.worksA Q 2 Replies Last reply
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                    • T toothpaste_ostrich@feddit.nl

                      Oh man, I really tried it one time… But I couldn’t really wrap my head around it, nor get my players to learn it. Also I wanted some pre-made monsters to toss into an encounter… Couldn’t find anything like that. You have to make every monster from scratch? I might be remembering that wrong.

                      agamemnonymous@sh.itjust.worksA This user is from outside of this forum
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                      agamemnonymous@sh.itjust.works
                      wrote last edited by
                      #48

                      You can do that in Dungeon Fantasy, which is basically just GURPS with a bunch of pre-made classes and stuff. But the strength of regular GURPS is the ability to handle any idea you can throw at it. It really shines when making your genre-bent homebrew come to life. Once you get comfortable with how the system scales things, you can really just wing it with monsters on the fly.

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                      • M mnemonicmonkeys@sh.itjust.works

                        Eh, there’s at least 1 exception: toxicologist alchemist. Especially if you’re about to play Abomination vaults

                        orenj@lemmy.sdf.orgO This user is from outside of this forum
                        orenj@lemmy.sdf.orgO This user is from outside of this forum
                        orenj@lemmy.sdf.org
                        wrote last edited by
                        #49

                        Toxicology got some buffs in the remaster that let them morph poison damage to acid if its favorable, iirc

                        1 Reply Last reply
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                        • festnt@sh.itjust.worksF festnt@sh.itjust.works

                          hmm why is that?

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                          mnemonicmonkeys@sh.itjust.works
                          wrote last edited by
                          #50

                          Lots of creature types are immune to poison, such as undead and automatons. And there’s a lot of undead in the Abomination Vaults campaign.

                          Plus, there’s a lot of poisons that are very underwhelming. Especially ones that have an onset period; those are essentially useless in combat

                          1 Reply Last reply
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                          • sad_detective_man@leminal.spaceS sad_detective_man@leminal.space

                            Pathfinder is for my soul. I live off that crunchy shit.

                            however 8 different spells from 11 different books that all give +1 to profession (tailor) checks at night time may have been a poor design choice

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                            shyfer@ttrpg.network
                            wrote last edited by shyfer@ttrpg.network
                            #51

                            Haha we used to live for that shit in the days of 3e/3.5

                            EDIT: I see now you thought they meant Pathfinder 1e, which explains it. Since that’s basically the same as 3.5 but better lol.

                            1 Reply Last reply
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                            • T toothpaste_ostrich@feddit.nl

                              Oh man, I really tried it one time… But I couldn’t really wrap my head around it, nor get my players to learn it. Also I wanted some pre-made monsters to toss into an encounter… Couldn’t find anything like that. You have to make every monster from scratch? I might be remembering that wrong.

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                              Q This user is from outside of this forum
                              qdgwzjqydfbnmdmnq@lemmy.cafe
                              wrote last edited by
                              #52

                              There are a few places I’ve found with lots of prebuilt monsters for GURPS, though they aren’t really consolidated in one place. I usually look through one if the following if I want something prebuilt:

                              • the creatures of the night books (mostly solitary monsters you could design an adventure around, with suggestions for each one)
                              • the fantasy bestiary (lots of generic and mythological monsters from all over the world, with stats and descriptions for each one)
                              • dungeon fantasy monsters 1-3 (lots of monsters, kinda built with dungeon fantasy settings and power levels in mind)
                              • the gurps repository also has tons of free and generic statblocks
                              1 Reply Last reply
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