Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Avoiding "Glut" (Maneuvers, tricks and other options)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="GM Dave" data-source="post: 5910331" data-attributes="member: 6687992"><p>I agree that part of the key to avoiding glut is the provision of interesting concepts and ideas.</p><p></p><p>Those concepts and ideas need to occur at each branching point of the decision process for character creation and advancement. The ideas also need to be arranged so they can be weighed and judged by the people that will use them.</p><p></p><p>One of the things that I like with PF splat books is that they are arranged in logical ways to make this sort of decision making easier.</p><p></p><p>They started with the base classes in 3.5 and then developed a series of choices to branch at levels from the base class.</p><p></p><p>The branch points are labeled and organized in series around a theme like Thug or Brood Summoner. There is usually additional suggested choices for feat selection that references the printed material (along with guide points to which book that feat can be found in). There is also some fluff text giving clues on the style of play this choice will go best with or what is the aim of the theme.</p><p></p><p>Finally, each of the themes list what items in the main group are being given up and at what points to get the benefits of the theme.</p><p></p><p>Even when I am working with brand new players or players unfamiliar with PF it is fairly easy to guide them through the classes and options (the hardest part is sometimes the feats but I can provide help with that). I can usually break the decision down to a limited list of seven to ten things they need to compare and look for a resonance with their personal idea and goals.</p><p></p><p>I also don't believe that it is required for everyone to know 'everything'. I have some players that know more of the 3.5 feats from various splat books then I do. When I GM, I ask the player to give me the information on the feat/spell and then I decide on what impact that feat will have to the character and the game (there are some things that I look at and say, not for my game).</p><p></p><p>If the player invests time to come up with the combination and feat should they be rewarded compared to someone who does not want to invest as much time and effort. I'd say only to a limit and I have ways of re-balancing the game if someone is lagging by giving a useful item to one person or another.</p></blockquote><p></p>
[QUOTE="GM Dave, post: 5910331, member: 6687992"] I agree that part of the key to avoiding glut is the provision of interesting concepts and ideas. Those concepts and ideas need to occur at each branching point of the decision process for character creation and advancement. The ideas also need to be arranged so they can be weighed and judged by the people that will use them. One of the things that I like with PF splat books is that they are arranged in logical ways to make this sort of decision making easier. They started with the base classes in 3.5 and then developed a series of choices to branch at levels from the base class. The branch points are labeled and organized in series around a theme like Thug or Brood Summoner. There is usually additional suggested choices for feat selection that references the printed material (along with guide points to which book that feat can be found in). There is also some fluff text giving clues on the style of play this choice will go best with or what is the aim of the theme. Finally, each of the themes list what items in the main group are being given up and at what points to get the benefits of the theme. Even when I am working with brand new players or players unfamiliar with PF it is fairly easy to guide them through the classes and options (the hardest part is sometimes the feats but I can provide help with that). I can usually break the decision down to a limited list of seven to ten things they need to compare and look for a resonance with their personal idea and goals. I also don't believe that it is required for everyone to know 'everything'. I have some players that know more of the 3.5 feats from various splat books then I do. When I GM, I ask the player to give me the information on the feat/spell and then I decide on what impact that feat will have to the character and the game (there are some things that I look at and say, not for my game). If the player invests time to come up with the combination and feat should they be rewarded compared to someone who does not want to invest as much time and effort. I'd say only to a limit and I have ways of re-balancing the game if someone is lagging by giving a useful item to one person or another. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Avoiding "Glut" (Maneuvers, tricks and other options)
Top