Varsovian:
As usual, thanks for answers!
Isida KepTukari:
One, there are 6 Bestiaries, so there are more than just rats and goblins to choose from. Even in just the first book there are low-level undead, animals, and magical beasts (and others).
I'd need to check, but aren't even low-level undeaded tougher than CR 1 or 2?
Heavens, some skeletons you can throw at first level characters, no problem! (Skeletons come in a wide variety of CRs.) A small group of human or goblin skeletons sound/look quite intimidating, but you also have to remember that most low-level undead are dumb as a brick. The group could lure them into a dangerous area and drop them into a pit or off a cliff, or even just get on the high ground or crowd around a doorway and play whack-a-skull as they trudge up to the line.
Conversely, skeletons controlled by an evil spellcaster become a lot more dangerous, as they have someone directing them. As your players gain in levels, you can reinvigorate old threats like skeletons in this way.
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Two, your fellow man (or demihuman) is always a legitimate threat. Bands of warriors of any race can be brigands and thieves, tribes of demon-worshipping raiders, etc.
Ah, I keep forgetting that you simply can have the players fight against normal humans :) I guess I'm too enamoured with the Bestiaries beasties...
Still, a band of warriors might be too tough for 1st-level characters to fight...
Most low-level bandits are probably level 1 warriors, the NPC fighter class, and hence usually rate around 1/2 CR. A group of them will be a little tougher, but well within the capabilities of a first-level party (particularly because most bandit bands won't have a party cleric healing them in the middle of a fight).
The other advantage is that bandits are intelligent people. They might attack from ambush or during the night, but if the fight goes against them, they'll
run away or surrender instead of fighting to the death. People become bandits because they don't want to work or they're desperate to do anything to live, and neither are going to throw their lives away fighting some strangers when they prove to be tough. They'd rather run away and attack a less-wary traveler sometime later.
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As for what kinds of stories... What kinds can you tell with D&D? What can you tell with any roleplaying game? Wade into the dungeon and raid the corrupted tomb, go to the forest and find out what's making the mysterious lights, infiltrate the crime guild in the city to see who's blackmailing the nobles, go fight a dragon and rescue a princess! (Or fight some kobolds and rescue the merchant's daughter.)
How about mood, style etc.? Pathfinder has such comic-booky art... Could it be used for something a bit more realistic, like Game of Thrones-style settings etc.?
The mood and style of your game is dictated by you and you alone. The art for Pathfinder was chosen because Paizo thought it looked eye-catching and dynamic. But if you wish a more realistic Game of Thrones version? Absolutely. Pull up some production stills or put on an episode and say to your players, "My game is more like
this." You can decide to use or not use any of Pathfinder's material for your game, keeping what fits your style, and banning the use of things that don't work. There are even rules variations if there are base mechanics you'd rather see work in a different way (like, say, having variations with less magical healing, or different ways of using wounds). Those rules variations can be found in Pathfinder Unchained, if that floats your boat, or you can just experiment with the core rules on your own - no one shall stop you. :)
If you don't like the idea of fighting monks, you don't have to have them in your game. Only race allowed is human? That's your prerogative. No one from Pathfinder can tell you how to play your game.
This message was last edited by the user at 12:15, Sun 21 May 2017.