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*Pathfinder & Starfinder
What's good what's not in PF?
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<blockquote data-quote="billd91" data-source="post: 6219688" data-attributes="member: 3400"><p>I'm playing a summoner now and I think it works reasonably well enough. Eidolons can be a bit tricky to manage because there are a lot of moving parts to monitor. Failure to do so can lead to a player overbuilding one and that can get pretty powerful. Consider staying away from the archetypes for the summoner unless you can be sure your player won't abuse them. The Master Summoner, for example, can have all of his daily monster summonings in effect at once if he chooses. That can be pretty abusive in most adventuring situations (but pretty cool in a lot of non-combat scenes or mass combat situations) and can bog down play if not taken to the level of the GM narrating what most of the minions do.</p><p></p><p>It's important to note that Paizo is content to treat PF as a toolkit - including options that may be right for some campaigns and groups of players and not right for others. Some options sacrifice power for particular narrative flavors that some groups may be OK with but others won't. It's helpful to know your players well. I think the rules could use a bit more discussion of what options are engaging in those trade-offs so a GM has more guidance rather that just his own analytic acumen. But a good set of trustworthy players can ease that considerably.</p></blockquote><p></p>
[QUOTE="billd91, post: 6219688, member: 3400"] I'm playing a summoner now and I think it works reasonably well enough. Eidolons can be a bit tricky to manage because there are a lot of moving parts to monitor. Failure to do so can lead to a player overbuilding one and that can get pretty powerful. Consider staying away from the archetypes for the summoner unless you can be sure your player won't abuse them. The Master Summoner, for example, can have all of his daily monster summonings in effect at once if he chooses. That can be pretty abusive in most adventuring situations (but pretty cool in a lot of non-combat scenes or mass combat situations) and can bog down play if not taken to the level of the GM narrating what most of the minions do. It's important to note that Paizo is content to treat PF as a toolkit - including options that may be right for some campaigns and groups of players and not right for others. Some options sacrifice power for particular narrative flavors that some groups may be OK with but others won't. It's helpful to know your players well. I think the rules could use a bit more discussion of what options are engaging in those trade-offs so a GM has more guidance rather that just his own analytic acumen. But a good set of trustworthy players can ease that considerably. [/QUOTE]
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What's good what's not in PF?
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