Spidysox's page

Organized Play Member. 3 posts (245 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.




Greetings.

About 4 months ago I was introduced to the Pathfinder Adventure Card Game and instantly became hooked. The classes, characters, world, story and all else were wonderful and made me really want to dig into the game and all that it was about.

After playing for a while I decided to download the Core Rulebook for the rpg just to get some more flavor for the card game. After reading through it, I decided to go ahead and try and convince the group that is playing the card game to give the rpg a shot. Lo and behold, with no arm pulling required, they are all in to start adventuring in the Pathfinder universe!

I have run games in the very distant past, but haven't done it in a long, long time and was wondering what is the best avenue to take for a newbie gm, with a newbie group of players (only one player has any previous rpg experience)?

My initial thought is to have them roll up characters and run them through a "beginner" adventure module (Hollows Last Hope? Crypt of the Everflame?) to get a feel for how the game works without having to do to much myself as far as "creating" a world or story line.

After that first one is finished, I thought about moving on to an already created Adventure Path. If I were to do it this way, what would be a good Adventure Path to start out with? I was looking at Kingmaker, but am not sure if I would be ready for a sanbox adventure. I also don't want to do Rise of the Runelords because that is the story for the card game.

Or is there some other way to go about this???

I appreciate any and all advice.

Sorry if this has been asked a million times already, if it has, please direct me to the right place.

Thank you all for your time.


Greetings!

I was introduced to this wonderful game just over a month ago and have completely fallen for it. I play it whenever I get a chance solo and have also become part of a party of 5 that is working it's way through the adventures together.

A question came up in our parties last play session. When calculating your die rolls and bonuses, do you add all of the + that you see?

Let me clarify.

Lets say Valeros is going to attempt a combat check. He reveals a weapon, a mace, that says he should roll his strength or melee die + 1D8.
His strength is a D10, melee is strength +3. Now that is easy enough, I'll roll a d10, d8 and add 3 to the result. No problem.

Now lets say for a skill feat I chose strength +1. Does the extra bonus apply to the above scenario, or does it only apply to non-combat or non-melee rolls?

Hopefully I've made this question clear.