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The sheer number of options is the best thing about Pathfinder. It's also the worst.
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honestly choosing the coolest thing every time is probably the best way to build a character maybe, but for tryhard games you'd make a tryhard character anyway> maybe, but for tryhard games you’d make a tryhard character anyway > That's the thing though I have no idea how. Since PF2 came out I got by just fine on making unique and fun but _entirely_ unoptimised characters. So I never bothered _learning_ what synergises with what to make a tryhard character.
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> maybe, but for tryhard games you’d make a tryhard character anyway > That's the thing though I have no idea how. Since PF2 came out I got by just fine on making unique and fun but _entirely_ unoptimised characters. So I never bothered _learning_ what synergises with what to make a tryhard character.oh well you'd just have to play a bunch of characters and see what is strongest or watch videos about optimizing characters. there are a bunch of those (a couple of youtube channels i'd recommend for that are swingripper and mathfinder)
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Oh man, I really tried it one time.... But I couldn't really wrap my head around it, nor get my players to learn it. Also I wanted some pre-made monsters to toss into an encounter... Couldn't find anything like that. You have to make every monster from scratch? I might be remembering that wrong.
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Oh man, I really tried it one time.... But I couldn't really wrap my head around it, nor get my players to learn it. Also I wanted some pre-made monsters to toss into an encounter... Couldn't find anything like that. You have to make every monster from scratch? I might be remembering that wrong.You can do that in Dungeon Fantasy, which is basically just GURPS with a bunch of pre-made classes and stuff. But the strength of regular GURPS is the ability to handle any idea you can throw at it. It really shines when making your genre-bent homebrew come to life. Once you get comfortable with how the system scales things, you can really just wing it with monsters on the fly.
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Eh, there's at least 1 exception: toxicologist alchemist. Especially if you're about to play Abomination vaults
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hmm why is that?Lots of creature types are immune to poison, such as undead and automatons. And there's a *lot* of undead in the Abomination Vaults campaign. Plus, there's a lot of poisons that are very underwhelming. Especially ones that have an onset period; those are essentially useless in combat
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Pathfinder is for my soul. I live off that crunchy shit. however 8 different spells from 11 different books that all give +1 to profession (tailor) checks at night time may have been a poor design choiceHaha we used to live for that shit in the days of 3e/3.5
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Oh man, I really tried it one time.... But I couldn't really wrap my head around it, nor get my players to learn it. Also I wanted some pre-made monsters to toss into an encounter... Couldn't find anything like that. You have to make every monster from scratch? I might be remembering that wrong.There are a few places I've found with lots of prebuilt monsters for GURPS, though they aren't really consolidated in one place. I usually look through one if the following if I want something prebuilt: - the creatures of the night books (mostly solitary monsters you could design an adventure around, with suggestions for each one) - the fantasy bestiary (lots of generic and mythological monsters from all over the world, with stats and descriptions for each one) - dungeon fantasy monsters 1-3 (lots of monsters, kinda built with dungeon fantasy settings and power levels in mind) - the gurps repository also has tons of free and generic statblocks
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Pathfinder is for my soul. I live off that crunchy shit. however 8 different spells from 11 different books that all give +1 to profession (tailor) checks at night time may have been a poor design choicefinally i can play out my fantasy of being a were-tailor