Bernaditi

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Organized Play Member. 31 posts (86 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 16 aliases.



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My .02, always give the players enough for everyone to have fun. In this case, you're going to have to work a little harder to ensure the game doesn't end in frustration since these are new players.

You can always make a knowledge roll for them at any point, even before play begins. In other words, the roll doesn't always have to be "right here, right now" and "all or nothing". You can choose how to filter the information they need, and when to pass it along.

Don't let the dice decide for you. If they need to know that monster x can only be killed by item y, find an interesting way to let them know. Perhaps they overhear a local legend that spills the beans, or they find a silver weapon still sheathed on a decayed corpse that clearly was intent, as they are, on hunting the beast.

When the party does get information, it's always best to try to pass it along in a way that is in character. A character doesn't know when a monster is at 50% hp, but he certainly knows when it is mortally wounded!

When in doubt, pick the whichever direction leads to having the best time even if it means looking past the rulebook!

hellacious huni wrote:

I ask because I am DMing for a group of people that have never played Pathfinder or D&D so don't know simple things like how Silver weapons are needed for Were-stuff and Cold Iron for demons.

It's possible that a CR 3 might become a little too tough for them if I don't reveal some Damage Resistance.