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[LFG][D&D 3.5e][Pathfinder] Experienced player looing to join a game. In the future I may want to GM games once i get familiar with roll20.

1699520404

Edited 1699568939
Establish clear expectations for your D&D 3.5e and Pathfinder campaign to ensure everyone has an enjoyable experience. Here's a list of things i want in a campaign: 1. **Ambiguous Rules Clarification**:  Ask the DM to clarify any ambiguous rules at the beginning of the campaign to avoid confusion during play. This could involve discussing house rules, house-ruling certain game mechanics, or setting clear expectations for how certain rules will be interpreted. Sneak Attack Rules : The Sneak Attack ability can be subject to multiple interpretations, leading to varying rulings in different campaigns. Some GMs may restrict it to once per round, not allowing multiple attacks or even attacks of opportunities to be sneak attack. Some allowing it on both a character's turn and on attacks of opportunity. Others might limit it to once per turn and disallow it on attacks of opportunity. Meanwhile, some adhere strictly to the written rules, enabling Sneak Attack "Anytime" the conditions are met, such as when the target is flanked or denied their Dexterity bonus to AC. These differing interpretations can lead to potential confusion and disputes regarding when and how Sneak Attack can be applied. By including this point in you emphasize the need for clear communication and consensus within your gaming group regarding the specific interpretation and application of the Sneak Attack ability to ensure a consistent and fair gameplay experience. If you compare  the rogues damage with the fighters of equal level he comes close to about as much damage as a fighter. But he must to more for it is only when those conditions are met. the name "Sneak Attack" potentially causing confusion. In D&D 3.5e and in Pathfinder  the term "sneak" in "Sneak Attack" can be misleading, as it doesn't necessarily require a character to be in a hidden or stealthy state to trigger the ability. Instead, it often depends on factors like flanking or the denial of a target's Dexterity bonus to AC, regardless of whether the target is aware of the attacker. This semantic distinction underscores the importance of clear communication and understanding within the gaming group. It's essential for players and the Dungeon Master to discuss and establish how they interpret and apply game mechanics like Sneak Attack to ensure a consistent and fair experience for everyone at the table. Clarifying these interpretations can help mitigate potential confusion and disagreements during the game. 2. **NO Arguing - Constant Arguing Over Rules**: Emphasize that you'd like to keep the game flowing smoothly and not get bogged down in constant rule debates. Encourage players to make quick decisions during the game and look up rules or discuss contentious issues outside of the game session. 3. **Fair Treatment Between Players**: Request that the Dungeon Master (DM) treats all players equally and avoids showing favoritism to any one player. It's important that everyone has an equal chance to shine and contribute to the story. 4. **Streamlined Gameplay**: Express your desire for a more streamlined game that minimizes the time spent on inventory management and mundane item tracking. Suggest using house rules or methods to reduce the administrative aspects of the game and keep the focus on storytelling and adventure. 5. **Incorporating All Playable Content**: Let your group know that you'd like to use as much of the official D&D 3.5e  or Pathfinder content as possible. Any material from published books should be considered playable within the game system, provided it's referenced properly. 6. **Balanced Encounters**: Mention that you want the encounters to be challenging but fair. Encourage the DM to avoid creating encounters that are too easy or too difficult, promoting a balanced and engaging gameplay experience. 7. **Role-Playing Opportunities**: Stress the importance of meaningful role-playing opportunities in the campaign. Encourage character development and story-driven interactions to make the game more immersive and enjoyable. 8. **Clear Communication**: Request clear and open communication between players and the DM. Encourage everyone to discuss any concerns or questions outside of the game to avoid disrupting the session. 9. **Collaborative Storytelling**: Emphasize that you'd like the campaign to be a collaborative storytelling experience where all players have a say in the direction of the story. Based on the decision the players make in the game. This can help create a more engaging and dynamic narrative. 10. **Respect for Everyone's Playstyle**: Remind the group to respect each player's preferred playstyle, whether they enjoy combat, exploration, role-playing, or a mix of all. Everyone should have the opportunity to engage with the game in their preferred way. 11. **Magic Item Acquisition and Requirements**: In your campaign, you prefer a system where players can purchase magical items with the gold they have earned. However, there should be specific requirements for using these magical items. Players should only be able to use a magical item if someone of their level could theoretically create that magical item. This means that the caster level of the item should determine the minimum level at which a character can use it, typically increasing by one for every three character levels. This ensures that magic items are balanced with the characters' abilities and the world's power level, with a general guideline of a +1  per three character levels. By setting these expectations and discussing them with your group, you can work together to create a D&D 3.5e and Pathfinder campaign that aligns with your preferences and provides an enjoyable experience for all participants. Remember that open communication and flexibility are key to a successful campaign. Note : It's important to recognize that some classes are more heavily reliant on magical items than others. For example, a wizard derives most of their abilities from spells and may need fewer magical items to be effective. On the other hand, classes like fighters often heavily rely on magical armor, weapons, and other items to enhance their combat prowess. I enjoy a campaign, if a character were to save up and purchase a +5 Cloak of Resistance, the effectiveness of this item would be limited by the rule of increasing caster level requirements. To create a magic item, it would take a caster level equal to three times the bonus of the magic item. Therefore, for a +5 Cloak of Resistance, it would require a caster level of 15 to create. So If he purchased it at level 7 the bonus would be +2 until he reached level 9 and it would then increase to a +3 This also ensures that the power of magical items is balanced with the character's level and class abilities, preventing any single item or character from becoming overwhelmingly dominant. By setting these expectations and discussing them with your group, you can work together to create a D&D 3.5e and Pathfinder campaign that provides an enjoyable experience for all participants. Remember that open communication and flexibility are key to a successful campaign.  
Hi!  Scanning down your list, our group and I pretty much adhere to all of those things (since we are all fairly reasonable adults), as kind of standard..  We are running 5e Core Rulebook Adventures in Rokugan.  Roleplaying is key, and its not (always) hack and slash slaughter.  Plenty of emphasis on rp, and development between the characters.  There is a storyline, but where they go with it, kind of up to them..lots of threads have been dropped... So we might be a good people match, not sure if you know of, or like the Rokugan (Samurai) Genre... Please let me know if interested. Thanks! Arthur