Ok so I've played Pathfinder for years. So some of these questions are coming from that background, some are just some confusion with the system, some are making sure I read it correctly.
1) There are no 'monster knowledge' skills. So unless the players metagame from reading the monster manual or have already encountered a type of creature. There isn't anyway of knowing anything about them. How they act. What they can do. What they are resistant to. What they are vulnerable to. Etc... Is that right? That seems to be assuming the PC's are pretty damn stupid. So our group has just found there is a ghost in our house and are pretty much stuck just trying things at random to get rid of it. Because there is no way to know anything about them?!?
2) There doesn't seem to be much variation in some of the basic builds if you want to be effective. I've talked to a few people about their characters so far. All three of the archers I've seen are almost identical in what they have done so far and what they are planning to do with their build in the future. The few clerics, bards, and warlocks we've discussed are also pretty darn similar. Is this typical or just coincidence?
3) The only book caster is the wizard correct? So all these spellbooks we are finding are basically useless (no wizard in our group). True?
4) My wife is new to RPG's in general She loved the idea of the ranger's animal companion. But since it never advances in any respect, by the time you can get it or at least fairly soon thereafter is seems like it will be nearly unsurvivable and pretty ineffective. Then we read that having it do anything other than follow you around uses up the PC's action. Is that really correct? That seems way useless for a major feature of the class.
5) If I am reading this correctly, your 2 good saves will go up both with your proficiency bonus and because you will probably increase those stats. But your other 4 saves never increase at all. Really? That seems like just random chance with higher level enemies (with higher save DC's) you should be failing 2 out of 3 saves. Against any intelligent enemy, you should be failing almost every single save. Any wizard is going to throw a spell at your fighter that doesn't target Str or Con, so you are just screwed. Am I missing something here?
6) The wizard, cleric, and druid can change which spells they want to have ready each game day. The wizard is limited to what he has written in his spell book. The cleric and druid are not. Is this correct?
7) All the other casters have the same spells every game day once they have been chosen. Correct?
8) Ritual magic. Ok, each time I think I understand this, someone 'explains' it again and I am more confused than before. Can I get a clear explanation on what this is, how it is handled, and which characters can do it?
Thanks folks. I appreciate your time with any of this.
1) There are no 'monster knowledge' skills. So unless the players metagame from reading the monster manual or have already encountered a type of creature. There isn't anyway of knowing anything about them. How they act. What they can do. What they are resistant to. What they are vulnerable to. Etc... Is that right? That seems to be assuming the PC's are pretty damn stupid. So our group has just found there is a ghost in our house and are pretty much stuck just trying things at random to get rid of it. Because there is no way to know anything about them?!?
2) There doesn't seem to be much variation in some of the basic builds if you want to be effective. I've talked to a few people about their characters so far. All three of the archers I've seen are almost identical in what they have done so far and what they are planning to do with their build in the future. The few clerics, bards, and warlocks we've discussed are also pretty darn similar. Is this typical or just coincidence?
3) The only book caster is the wizard correct? So all these spellbooks we are finding are basically useless (no wizard in our group). True?
4) My wife is new to RPG's in general She loved the idea of the ranger's animal companion. But since it never advances in any respect, by the time you can get it or at least fairly soon thereafter is seems like it will be nearly unsurvivable and pretty ineffective. Then we read that having it do anything other than follow you around uses up the PC's action. Is that really correct? That seems way useless for a major feature of the class.
5) If I am reading this correctly, your 2 good saves will go up both with your proficiency bonus and because you will probably increase those stats. But your other 4 saves never increase at all. Really? That seems like just random chance with higher level enemies (with higher save DC's) you should be failing 2 out of 3 saves. Against any intelligent enemy, you should be failing almost every single save. Any wizard is going to throw a spell at your fighter that doesn't target Str or Con, so you are just screwed. Am I missing something here?
6) The wizard, cleric, and druid can change which spells they want to have ready each game day. The wizard is limited to what he has written in his spell book. The cleric and druid are not. Is this correct?
7) All the other casters have the same spells every game day once they have been chosen. Correct?
8) Ritual magic. Ok, each time I think I understand this, someone 'explains' it again and I am more confused than before. Can I get a clear explanation on what this is, how it is handled, and which characters can do it?
Thanks folks. I appreciate your time with any of this.
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