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D&D Adventurer's League vs. Pathfinder Society
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<blockquote data-quote="Kilgore Trout" data-source="post: 6832081" data-attributes="member: 6819364"><p>Hi - </p><p></p><p>Since coming back to Tabletop RPGs in 2014, I've been playing Pathfinder, mostly at PFS sessions. </p><p></p><p>As I've created and played different characters and different scenarios in PFS, I've found that while combat is an obvious focus for most scenarios, many scenarios also require a number of other skill checks, most common being Social (mostly Diplomacy, then followed by Bluff and Intimidate) and Knowledge skill checks. That being my observation, I tend to create characters that have the potential to be effective not only in combat but also outside of combat, i.e. they have a rank in one social skill and also maybe an additional knowledge skill past what's granted by their class. That way, the character can participate and contribute both in and out of combat. I find this to be more fun than someone that can completely dominate in combat but is useless outside of combat.</p><p></p><p>So, my question is: How do D&D Adventurer's League scenarios compare to PFS scenarios? Do they have a good mix of social, knowledge, and combat? I notice in PFS that some are strictly a dungeon crawl (especially early seasons) while others are heavy on investigation with only a couple of options for combat and, if played right, can almost avoid combat entirely. Are AL scenarios similar?</p><p></p><p>Just trying to get a feel as I create a character for my first session this weekend. I like my characters to be well-rounded, and I favor concept over crunch, but I don't want to play with a gimped character just for the sake of role-playing, either. It's always a balance, but if I build a Barbarian with no social skills, am I going to find myself twiddling my thumbs outside of combat? While I know there are always ways to contribute from a role-playing aspect, mechanically this can get shunted depending on the build, so that's more of what I'm getting at.</p><p></p><p>Hope all that made sense...it was certainly longer-winded than I had planned. </p><p></p><p>Thanks for any input or advice you can throw my way.</p><p></p><p>KT</p></blockquote><p></p>
[QUOTE="Kilgore Trout, post: 6832081, member: 6819364"] Hi - Since coming back to Tabletop RPGs in 2014, I've been playing Pathfinder, mostly at PFS sessions. As I've created and played different characters and different scenarios in PFS, I've found that while combat is an obvious focus for most scenarios, many scenarios also require a number of other skill checks, most common being Social (mostly Diplomacy, then followed by Bluff and Intimidate) and Knowledge skill checks. That being my observation, I tend to create characters that have the potential to be effective not only in combat but also outside of combat, i.e. they have a rank in one social skill and also maybe an additional knowledge skill past what's granted by their class. That way, the character can participate and contribute both in and out of combat. I find this to be more fun than someone that can completely dominate in combat but is useless outside of combat. So, my question is: How do D&D Adventurer's League scenarios compare to PFS scenarios? Do they have a good mix of social, knowledge, and combat? I notice in PFS that some are strictly a dungeon crawl (especially early seasons) while others are heavy on investigation with only a couple of options for combat and, if played right, can almost avoid combat entirely. Are AL scenarios similar? Just trying to get a feel as I create a character for my first session this weekend. I like my characters to be well-rounded, and I favor concept over crunch, but I don't want to play with a gimped character just for the sake of role-playing, either. It's always a balance, but if I build a Barbarian with no social skills, am I going to find myself twiddling my thumbs outside of combat? While I know there are always ways to contribute from a role-playing aspect, mechanically this can get shunted depending on the build, so that's more of what I'm getting at. Hope all that made sense...it was certainly longer-winded than I had planned. Thanks for any input or advice you can throw my way. KT [/QUOTE]
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