Traveon Wyvernspur
First Post
I'm looking for some advice as to how to maybe fix/house-rule things in our PF game.
Current Situation:
My GM is a long-time player of many systems and we have been playing Pathfinder (using the SS AP) for about 8 months now in a group that he put together. The other day he emails us and tells us that he's not having fun with the system, he doesn't like the escalating numbers (hit points, damage, AC) and the focus on combat that PF places on most everything including the feats. I think this all stemmed from when we did a 1-shot with some high level characters and it took us like 2+ hours to resolve a combat encounter. His thoughts are that the escalating numbers - as we gain levels - take the fun out of the game for him and sap his creativity, giving us less time to actually role play.
I can certainly see where he is coming from and as an example: one of the guys in the group when we played the high level 1-shot was a paladin wielding a double-bladed orc axe and had a worg mount. I think all together between himself and his worg he had like 12+ attacks that he had to resolve each round adding in all the bonuses et cetera.
Our current game we are all level 4's and we all got together last night to talk about the state of the game and what we wanted to do going forward. The GM is a huge fan of GURPS (which I've never played before) and after we had discussed everything, it was decided that we'd try out that system in the PF setting with the GM converting our characters over to the GURPS characters.
A few other options where thrown out that a couple others could GM games, but then the current GM doesn't really like to play, he loves to GM.
I'm just not sure what to do because I like PF a lot, really like the group I'm in, and have spent a lot of time researching and tweaking my current character having even "built out" what I want to do with him up to level 20 (in case we ever got that far). I am a bit hesitant to learn a brand new system when I'm finally comfortable with most of what PF has to offer, but at the same time I understand where the GM is coming from and his thoughts on why GURPS is a better system for him to run for us. I would hate to leave the group because I end up not liking the GURPS system, but I'm afraid I might have to at some point. I was just skimming over the GURPS stuff and it reminds me a lot of the Savage Worlds system, which I absolutely hated when I played it a couple of years ago - but maybe that was the the GM at the time and I should keep a more open mind here and try out something new.
Has anyone else experienced the long combats in D&D 3.x/PF and do they have any advice to give as to how to perhaps shorten the combats so that they don't take most of the night for one encounter? Have you ever switched up systems in the middle of a game that most everyone is enjoying to make things a bit more fun and streamlined? Any advice would be appreciated and sorry for the wall of text!
Trav
Current Situation:
My GM is a long-time player of many systems and we have been playing Pathfinder (using the SS AP) for about 8 months now in a group that he put together. The other day he emails us and tells us that he's not having fun with the system, he doesn't like the escalating numbers (hit points, damage, AC) and the focus on combat that PF places on most everything including the feats. I think this all stemmed from when we did a 1-shot with some high level characters and it took us like 2+ hours to resolve a combat encounter. His thoughts are that the escalating numbers - as we gain levels - take the fun out of the game for him and sap his creativity, giving us less time to actually role play.
I can certainly see where he is coming from and as an example: one of the guys in the group when we played the high level 1-shot was a paladin wielding a double-bladed orc axe and had a worg mount. I think all together between himself and his worg he had like 12+ attacks that he had to resolve each round adding in all the bonuses et cetera.
Our current game we are all level 4's and we all got together last night to talk about the state of the game and what we wanted to do going forward. The GM is a huge fan of GURPS (which I've never played before) and after we had discussed everything, it was decided that we'd try out that system in the PF setting with the GM converting our characters over to the GURPS characters.
A few other options where thrown out that a couple others could GM games, but then the current GM doesn't really like to play, he loves to GM.
I'm just not sure what to do because I like PF a lot, really like the group I'm in, and have spent a lot of time researching and tweaking my current character having even "built out" what I want to do with him up to level 20 (in case we ever got that far). I am a bit hesitant to learn a brand new system when I'm finally comfortable with most of what PF has to offer, but at the same time I understand where the GM is coming from and his thoughts on why GURPS is a better system for him to run for us. I would hate to leave the group because I end up not liking the GURPS system, but I'm afraid I might have to at some point. I was just skimming over the GURPS stuff and it reminds me a lot of the Savage Worlds system, which I absolutely hated when I played it a couple of years ago - but maybe that was the the GM at the time and I should keep a more open mind here and try out something new.
Has anyone else experienced the long combats in D&D 3.x/PF and do they have any advice to give as to how to perhaps shorten the combats so that they don't take most of the night for one encounter? Have you ever switched up systems in the middle of a game that most everyone is enjoying to make things a bit more fun and streamlined? Any advice would be appreciated and sorry for the wall of text!
Trav