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<blockquote data-quote="Staffan" data-source="post: 8790139" data-attributes="member: 907"><p>If you're doing a pre-made adventure/campaign, you should probably discuss things with your players before/while making PCs.</p><p></p><p>The Pathfinder adventure paths traditionally come with an online Player's Guide. Lately, they've been fairly bland, but the early ones usually had good advice for making PCs work within the AP. For example, the Serpent's Skull player's guide had these recommendations for rangers:</p><p>[ATTACH=full]263167[/ATTACH]</p><p>Or for bards:</p><p>[ATTACH=full]263168[/ATTACH]</p><p></p><p>So, not giving away the whole plot or anything, but "These are options that will be useful."</p><p></p><p></p><p></p><p>That sounds like a fun tactical exercise, but I can imagine how fun it would not be to have the other players take 1-5 minutes each per turn, plus the DM having like ten monsters of three different kinds all taking their turns, and then when my initiative comes up I say "I keep casting Meteor Swarm, round 2 of 5."</p></blockquote><p></p>
[QUOTE="Staffan, post: 8790139, member: 907"] If you're doing a pre-made adventure/campaign, you should probably discuss things with your players before/while making PCs. The Pathfinder adventure paths traditionally come with an online Player's Guide. Lately, they've been fairly bland, but the early ones usually had good advice for making PCs work within the AP. For example, the Serpent's Skull player's guide had these recommendations for rangers: [ATTACH type="full"]263167[/ATTACH] Or for bards: [ATTACH type="full"]263168[/ATTACH] So, not giving away the whole plot or anything, but "These are options that will be useful." That sounds like a fun tactical exercise, but I can imagine how fun it would not be to have the other players take 1-5 minutes each per turn, plus the DM having like ten monsters of three different kinds all taking their turns, and then when my initiative comes up I say "I keep casting Meteor Swarm, round 2 of 5." [/QUOTE]
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