Strategy Guide…don’t buy

Strategy Guide is really code for Powergaming Guide or how to make your PC more efficient, screw the roleplaying. I originally thought it was a book on how the PCs can utilized Team Feats and/or set up cool moves like the X-Men’s fastball special.

Sadly it’s a breakdown book, class by class on how to “win” at Pathfinder; at this level take Feat X, put more points in Skill Y, so on and so forth. When tabletop has been making a slight comeback and still struggles against computer-based stuff, the last thing I want to see is how to make a tabletop character into a “winning” clone from WoW or whatever flavor-of-the-month online game. I’ve said it a thousand times, if the Fellowship of the Ring acted like a typical group of online gamers, it would be a boring film featuring hours of “mining gold” or more appropriately, murderhobo‘ing their way to Mount Doom.

A book on basic combat strategies to help DMs? Yeah, that’s a good idea. Some DMs are not well versed on basic tactics and strategies to apply with the opposition. Often they may fall into the trap of running a “dungeon” like a computer simulation; the residents of one room somehow don’t make enough noise to alert others in the next room to gain reinforcements. Thus the players do the other style of play I don’t care for, the kick-in-the-door, raid and loot game. Me? Oh, I tend to have a small copy of the map, tracking the monsters’ locations and if there’s straight-up fight with say Lizardfolk; the PCs get tied up with all in the entrance but one. The “survivor” takes off to start warning the other guard posts, their hatchery, etc. The reinforcements will either pour in or more likely, since most players love to break up a la Scooby Doo, they’ll fall back and apply the traditional pincher maneuver, taking advantage of the PCs’ smaller numbers.

Back to my point. This book won’t be missed as Pathfinder moves toward a second edition and I doubt this will be reprinted in pocket form.

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