Skip to main content

The Things I Don't and Do Hate about Pathfinder

Iron Tavern has some thought provoking articles now and then, and I was inspired by the article I saw today:  The Thing I Hate about Pathfinder.  It turns out the pet peeve in question pointed out by Iron is the rules bloat that comes with feats.  Every feat rewrites the rules slightly.

Underlying this problem, I think ultimately in Pathfinder, is a bigger problem that comes with the stack of legacy underneath the Pathfinder rules.  In many cases, folks GMing Pathfinder haven't really played it.  They played D&D 3 or 3.5 and have transplanted themselves into Pathfinder thinking its just the same.  And quite frankly, the problem is that you can't GM Pathfinder well if you haven't played it a lot.

Feats are a good example of that.  Certain combinations of feats work really well with classes and other things to basically rewrite the rules for characters.  Knowing the feats, when they are useful, and how they are used is a big challenge for a player.  For example, I am currently playing a Magus, and I find myself going back again and again to the Magus guide to understand which feats and spells really pack the bang for the buck.  A magus, if played well is awesome, and if played like a different spellcasting class, really sucks a lot.

This becomes a big problem for a GM.  A GM that hasn't played every class and combination of things doesn't know when and how feats, classes, archetypes, and all the other subtleties of the game are supposed to tie together.

Unfortunately, the problem doesn't just stop with understanding the rules for feats and classes and such.  Hand us an NPC, and how are we supposed to know all of the subtle strategies that are supposed to be used?  The best bet, if we have time, is to read the expert guide on that class and see what we can learn.  That is some serious time investment if we have a lot of NPCs.

The worst part, though, is monsters.  Every new creatures has some new ability that we probably don't know how to use, or, worse yet, that we forget about during play.  My guess is that at least 40% of my encounters are underpowered because I forget or misuse a special ability.  It is sad, but very true.

So, coming full circle back to Iron's comments, the real problem is rules bloat.  At some point the GM has to become superhuman to be able to really play all of the variations of things easily.  That, in my humble opinion, is probably the biggest problem with Pathfinder.


Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta...

Rules for Flying Creatures in 5E

I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work.  Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures: A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it. A flying creature can attempt to grapple a creature.  If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW.  The state of flying or walking is determined by the last square you have moved.  To change between walking and/or flying, you must use at least 1 space of movement.  Movement rules per RAW apply (PHB pg 190 "Using Different Speeds") A successful grapple check by a flying creature can allow the flying creature to potentially carry th...

An Analysis of Tasha's Caldron of Everything: Spells

 I am going to be evaluating "Tasha's Cauldron of Everything" for incorporation into my own games. I figured I would go ahead and record this analysis on my blog here so other folks can follow along and glean some useful information from the time I spent. I tried to find an in-depth analysis elsewhere, but at this time none so detailed as this seems to be available. You will not find any of the text in its entirety in this blog. I will be referencing the first printing of the book, so please refer to that as you read along. There are no released errata for the book at the time of writing, although there are errata from other books that affect some of this content. There are 21 spells in Tasha's Cauldron of Everything. This includes Booming Blade, Green-Flame Blade, Lightning Lure, and Sword Burst cantrips that were originally published in Sword Coast Adventurer's Guide. There are 9 spells that allow you to summon creatures of various types. Three spells are notabl...