New GM seeking advice on which AP to use, and how to prepare the game.


Advice


Hi everyone,
Recently my wife gave me the Pathfinder Core Rulebook and the Bestiary, since she knows I have been lurking the forums here since 4th edition made me cry. We have not been able to play since then, because of work and the fact that we lack a GM.

We are spending 10 days in Italy for Easter, and my wife suggested that I could try my hand at being the GM for a short adventure. If it turns out to be a success we can continue it when we go back to Italy for xmas.

More information hidden in the spoiler:
GM: It’s me! Long time player, but first time behind the screen. A good mix of exited and scared. I have read the rulebooks a couple of times, and have lurked enough on these forums that I feel I will be able to handle most situations. Planning to run the game with a “you tell me what you want to do, and I will tell you how to do it/what to role” attitude.

Players: It’s my wife’s sisters and college friends, none of them have pathfinder experience. They are a mixed group, most of them played or were GM’s in AD&D back in the day, but two of them have only played RPG’s on PC/consoles. We would be 7 players + one GM, and they all seem really keen on playing.

Characters: I do not want to spend too much time on character creation during this holiday, so my plan was to keep it simple by using 15 point buy and only core classes. I will also ask the players to send me their characters for approval before the holiday starts (an easy way to see who are the most eager players).


My questions:
1. What is the maximum number of players you would recommend? Considering that this is my first time as a GM, and the players would be new to Pathfinder?

2. At what level would you recommend I start the adventure? I feel that level 1 would be the easiest for me, but looking at the forums I get the feeling that most GM’s start their parties at level 3, to make it more fun for the players.

3. With question 1 and 2 in mind, can you recommend me a free or published AP that would be suitable? Since this will be a short game (max 3 sessions, with the possibility of picking it up again later) I would prefer a free one, but realise that professional work comes with a price.

4. Which tools would you recommend for the players to create their characters?

5. What do you usually do to prepare as a GM?

6. Rogue was my favourite character in 3.5, but it gets a bunch of flack on the forums. Should I look into house rules to boost rogue, or is it viable in a core only team?

Sorry for the long post, and thanks in advance for any help you can give me.


Good luck with this! I'm sure you'll find it rewarding.

1) 7 seems a little large - they'll coast through an AP whilst keeping you very busy indeed. Any scope to split into two? about 4 players are usually expected, and you don't really want to be tinkering with your challenges the first time out.

2+3) Depends on the path! I've only worked with adventure paths so I can't reccomend any of the one-shots from person experience: I'm sure someone else can help.

4) Have you thought of providing a number of pregens rather than getting them to work through character generation - you could just leave perhaps feat selection and campaign trait selection up to them. Although 15 points build could work (I prefer a 20). Why not run up a few pregens at 15 and see if you'd be happy playing them?

5) Good understanding of NPC motiviations, character and story. Cater to your players. give them hooks for the sorts of things that each player can contribute/shine at.

6) Don't worry about it for this one: I'm sure that you're aware of the 'beefing up' of sneak attack since 3.5 (e.g. Undead are SA-able): anyone coming from AD&D should be amazed at the simplicity of the mechanics and the power levels of Pathfiner characters in comparison.

One note - try sticking to just the core rulebook for the first time out.
Also, if someone focuses on summoning creatures, make sure that they've all the relevant stats at their fingertips. Same with spells for spellcasters in general.

Luck to you.


1. 4-5 is the most workable. AP's are written for 4, 15 pt buy.

2. 1st level. PF front-loads the classes, so they have plenty they can do (except take hits) at first level.

3. Rise of the Rune Lords, Burnt Offerings, is a good 1st-4th lvl AP. There are others, but this lends itself to an ongoing campaign. You might want to look at a Module (which is a one-off) vs an AP.

4. Hero Lab is a great tool, BUT you have to watch what Feats and so on people are using because HL will display everything that is in Pathfinder. I got burned by that when I started out with PF with players choosing Traits and things that were non-Core.

5. You have to tweak the encounters, usually by adding 1 or 2 more mooks and upping the hp's of creatures, especially if you have 5+ players.

6. Rogue is fine, especially if you are playing Core. It's all the new classes and archetypes that have taken over the Rogue's place.

Last: have the group help out by: tracking initiative; someone with the rulebook handy to reference things; etc. You don't have to do it all yourself! AND be sure to admit when you don't know something, and be flexible and willing to retcon when you may have got something "wrong."

Have fun - and intend that your players have fun as well!


First of all, thanks for the advice.

1. I have to see how many of the players actually show up, in my experience with other groups the number of people signing up is usually higher then the amount of people showing up the at the table. Maybe plan for 7 people, and be ready to use the original encounters if I end up with 4 players. Two groups will be difficult, since we have limited time.

2. I will go with your advice Otherwhere, keeping things simple will make things easier for me and the players. The only thing I'm afraid of is player deaths because of my inexperience as a GM. I will have a look into hero points, in other RPGs I have played they have helped out greatly at lower levels.

3. I will have a look at "Rise of the Rune Lords, Burnt Offerings". Thank you for the tip.

4. Pregen characters might be the way to go. My reluctance in using them is part the fact that I myself enjoy creating my own character when I'm a player, and I want the players to also have the possibility to do that, and part the fact that easter is getting close, so I would like to spend most of my prep time focused on the adventure.

I have used Hero Lab for other games, and it will probably be the easiest way to go if we aim for player created characters.

5 and 6. You have removed my concern and given me something to think about :)

The plan was to stick to the core classes, they seem to be the easiest/most balanced, with fairly clearly defined roles.
Thank for all the help :)


Consider the Beginner Box - I know you have the core rules already but it comes with multiple short adventures, a more limited set of options, pregen handouts (if you decide to use them), and pawns and a printed map for the adventures. It's a few more $$$ but it's made for exactly this kind of situation.


Grakul wrote:

The plan was to stick to the core classes, they seem to be the easiest/most balanced, with fairly clearly defined roles.

Thank for all the help :)

As frustrating as this is, this statement is completely untrue. The CRB is the most imbalanced set of classes Paizo has released. I would recommend at least opening up the Advanced Player's Guide for use. On a related note, the Rogue is only fine in Core if literally the only thing you expect your Rogue to do is disable traps.

I agree with others that it would be wise to start off with one or two one-off scenarios to acclimate the players to the game since they're all brand new. Crypt of the Everflame is good for this.


Rogue's get a bad name on these boards due to certain playstyles.

These playstyles don't seem to come out IRL as much as it may seem on these boards.

Unless you are playing with a group of munchkin powergaming optimizers on your first go, first time players probably will not be utilizing these types of tricks or playstyles.

That said, it doesn't matter if you are core only or use other books, if you have munchkin powergaming optimizers...they'll outclass the rogue and everything else regardless of which books are in use.

From your descriptions, I'd say it's VERY unlikely you'll even see this type of playstyle (and as I said, it's rare off the boards even with experienced players...so it's not as common as these boards make it seem). The players aren't going in knowing every nook and cranny and wanting to maximize every little thing (or even having the knowledge to do so).

AS for a module, Crypt of the Everflame is a GREAT introductory module. It is also part of a mini-Adventure path (Path to immortality) and as such, if you want to go further with it, you can by expanding it with other adventures.

As for number of players...it's already been touched on...for someone new GMing PF I would say that you should stick to 4 players...with a maximum at 5 if you go that far.

Once you get the rules under your belt better, you can expand it to more players than that.


...You don't really need to be a "power-gaming munchkin" to be disappointed when "hitting things at all" and "being able to use your primary combat class feature without putting yourself in a situation that will get you killed" are constant issues with your character selection.


Arachnofiend wrote:
...You don't really need to be a "power-gaming munchkin" to be disappointed when "hitting things at all" and "being able to use your primary combat class feature without putting yourself in a situation that will get you killed" are constant issues with your character selection.

You know these are first time PF players we are talking about...right.

And I haven't seen Rogues get into that situation to tell the truth, the most useful to use SA isn't from stealth, but from flanking, and with the right group that happens quite regularly.


Welcome! =]

I really like the AP's, but I'm not sure they're what you should be looking at to start with. Modules would probably be better to dip your toes in the water, so to speak.

Here are a bunch of good modules, many of which are on sale at the moment for only $2 apiece, plus shipping. There are even free pdf copies of some modules, designed specifically to bring new players in.

Good luck! =]


GreyWolfLord wrote:
Arachnofiend wrote:
...You don't really need to be a "power-gaming munchkin" to be disappointed when "hitting things at all" and "being able to use your primary combat class feature without putting yourself in a situation that will get you killed" are constant issues with your character selection.

You know these are first time PF players we are talking about...right.

And I haven't seen Rogues get into that situation to tell the truth, the most useful to use SA isn't from stealth, but from flanking, and with the right group that happens quite regularly.

Yeah, and my first time playing Pathfinder was a Core Monk. I try to make sure new players don't have the same sort of experience I did.

And I was actually talking about getting into flanking with my SA remark. Most situations I've seen where the Rogue gets to flank end up with the Rogue getting flanked.


Arachnofiend wrote:
GreyWolfLord wrote:
Arachnofiend wrote:
...You don't really need to be a "power-gaming munchkin" to be disappointed when "hitting things at all" and "being able to use your primary combat class feature without putting yourself in a situation that will get you killed" are constant issues with your character selection.

You know these are first time PF players we are talking about...right.

And I haven't seen Rogues get into that situation to tell the truth, the most useful to use SA isn't from stealth, but from flanking, and with the right group that happens quite regularly.

Yeah, and my first time playing Pathfinder was a Core Monk. I try to make sure new players don't have the same sort of experience I did.

And I was actually talking about getting into flanking with my SA remark. Most situations I've seen where the Rogue gets to flank end up with the Rogue getting flanked.

Ah well, sorry about that. Most GM's aren't jerks like that...sorry you seem like you might have had one.

Of course, if I were being a jerk, I'd kill off the spellcasters at the beginning of combat immediately with archers, and then kill the others...perhaps even leaving the Rogue till last (as without SA they may be less of a threat than the other martials even) and get TPK's regularly...but luckily for my players...normally I have the mooks and others focus on the armored guys first and am not out to massacre the party (can do it even to the most optimized...if they seem they are good against a normal CR...toss em against a CR 15 at level 1...that typically does the trick).

Rogues can get flanked occasionally, but a GM that does it constantly and always...is really just out to screw the rogue IMO...and from the brief description sounds somewhat like a jerk.

I expect the original posters of the thread are more normal and won't go out of their way to target the Rogues (or spellcasters or any other specific PC class they might have a grudge against).


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Grakul wrote:
1. What is the maximum number of players you would recommend? Considering that this is my first time as a GM, and the players would be new to Pathfinder?

4-6 is okay. I wouldn't go much lower than that either. Two few people also puts a lot of stress on the GM

Grakul wrote:
2. At what level would you recommend I start the adventure? I feel that level 1 would be the easiest for me, but looking at the forums I get the feeling that most GM’s start their parties at level 3, to make it more fun for the players.

Start with level 1. If you look at a level 20 character that leveled from 1 to 20, and look at a level 20 character that was built at level 20, they will be vastly different.

Grakul wrote:
3. With question 1 and 2 in mind, can you recommend me a free or published AP that would be suitable? Since this will be a short game (max 3 sessions, with the possibility of picking it up again later) I would prefer a free one, but realise that professional work comes with a price.

I would pick up Dragon's Demand. It's not free, but takes players from levels 1-6 (pretty sure it's 6) and is a REALLY good time.

Grakul wrote:
4. Which tools would you recommend for the players to create their characters?

the only thing they really need is D20PFSRD. There are some free apps out there, and a cheap character creator that I used all through 3.5 days was The Only Sheet. It does Pathfinder now too.

Grakul wrote:
5. What do you usually do to prepare as a GM?

Read the module and make sure you know the rules :) Really there's no short cuts here. Preparation is key. There are a lot of GM's that will say they wing it and are awesome, but in my 30+ years of playing RPG's the best GM who wings it, can't hold a candle to a good GM who's prepared.

Grakul wrote:
6. Rogue was my favourite character in 3.5, but it gets a bunch of flack on the forums. Should I look into house rules to boost rogue, or is it viable in a core only team?

I hate saying this about any class, but Rogue's suck, and that's coming from a guy who knows monks are amazing. I say that so you don't think I'm just saying rogues are awful because that's what is hip and cool. They really are awful. Their damage is dependent on Sneak Attack, except there is no way to consistently get sneak attack. They don't get enough out of combat things to make up for their poor showing in combat.


Thanks again for all the help/suggestions.

some updates as Easter draws closer:

1. As suspected the numbers of players have changed a bit. I'm now looking at 4 players that are guaranteed at the table, 1 character that wants to try the game out, and might drop out, and two potential players that will be arriving 2 days later then the core 4.

With the advice given above I feel that can work out.

2. I will start the game at lvl 1, aiming to end the story around lvl 3 for this time.

3. I have not decided on the AP/module so far, I'm looking into all of the suggestions delivered, trying to get a sneak peak where possible before I commit to one by buying it (1 AP is cheap, buying 3 and only using one is not that fun) :)

4. I have decided to go with Santherus advice, and create the characters for the players. More prep work, but this way I will have a better understanding of what the characters can do, and the possibility of dividing social skills on multiple characters makes it easier to make sure they all get a chance to "do their thing" in the spotlight.

Talking to the players it seems like the 4 core players will be a Human sword and board fighter (she wanted a defender/tank character), a Dwarf melee Cleric, a halfling Rogue using daggers, and an Elf Sorcerer with a longbow.

The "just trying it out" player will be a "something" Paladin (the only class I could think off that fit her requirements: "Strong and beautiful", aka Strength and Charisma.

For the two late arrivals I was thinking a gnome bard and a ranged half orc ranger.

5. This is all good advice, thank you.

6. Would houseruling a way to make sneak attack more dependable be enough to make the rogue a viable team member? Or would you break out of core and replace the rogue with another class that could also brings scouting, trap finding/disarming, and lock picking to the table? I feel that these things are staples of the fantasy world, so I'm feeling hesitant to replace the character with another melee focused character (monk or barbarian).


I haven't given a lot of thought to it, but off the top of my head:

If a Rogue takes Weapon Finesse, they get DEX to damage as well for free.

If a Rogue isn't flanking give them a static precision damage equal to their level (this is what a swashbuckler gets). So if they're flanking they get, xd6 damage, if they aren't, they get their regular damage plus their level. All of it is precision so anything that stops that would stop both forms .

I think those might help, but again I haven't put a lot of thought into it so I'm not sure what the ramifications would be, or if even that would be enough.


The Rogue's biggest issue is with hitting things. Changing it to a full BAB class can go a long way towards making it usable without significant house rules. I'd also give it a to-hit bonus on sneak attacks equal to the number of sneak dice (so a rogue with 3d6 sneak attack gets a +3 to accuracy).

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