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Well the issue isn't about me actually attacking with it, it's about figuring out how the attack penalty is calculated. I already stated that I'm not planning on attacking with it, rather, I'm really *really* curious as to why it's -10/-10. When it is in a single hand, it does get the -2 penalty. I'm using PCGen 6.00.1 ![]()
Hey all, STR - 7 (-2)
I'm a male Elf Wizard and I made my character with PCGen. One thing I'm having a hard time figuring out is my attack bonus for my quarterstaff if I attacked with both ends. My character sheet from PCGen shows that my total attack bonus for the quarterstaff is -10/-10. I know TWF gives a -6/-10 penalty to attacks, but can someone help me understand where the other -4 is coming from? It's been wrecking my brain for over an hour now and I'm going crazy, haha. *EDIT*: I'm not wearing any armor either. P.S. I'm currently carrying a medium load, so my armor check penalty is -3, if that helps at all (which I don't think it does). ![]()
Okay, thanks! That greatly clarifies things for me! - Leveling up, 1 spell needs to be from your school of magic
Got it. Thanks guys! :D ![]()
Hey all, I'm in a new pathfinder group and I'm a little confused about the way spell schools work for wizards. My specialized school: Conjuration
I understand that if I pick a spell from my opposition school(s) it takes up 2 spell slots. But what I'm confused on is which spells I'm allowed to pick from when I prepare my spells. For instance, at level 1, can a Conjuration wizard pick a bunch of Evocation spells? Also, aside from the bonus spells/abilities that come with picking a school, what benefits are there for specializing in a particular school? Thanks, and sorry for the nub question. ![]()
I was definitely planning on adding in flanking, AoO though I'm not too confident about. I'll definitely have to read up on it first. I did somewhat assign roles to my players to help me with the record-keeping. I have one of them as the secretary who takes notes on all the story-aspects, the power-gamer as the one who keeps track of in-combat things like initiative and effects/conditions, and then the other one is role-less for now. Don't know what to do with him just yet. I have the Pathfinder DM screen and it lists (IIRC) all the different conditions one could have in combat and what not. So that helps a lot. I'm going to be continuing our adventure with the sequel, Masks of the Living God. It looks like it could be really good for all kinds of shenanigans, although I hope they don't go off the rails too much, to save me from trying to make up stuff on the spot without breaking the story or something. Again, thank you all for helping me... I truly appreciate it. :) ![]()
Okay, I think I finally understand. A part of the confusion with the skeleton example was because of the fact that natural weapons suffer a -5 to hit if they are used a full attack where a weapon is also used. I didn't know that, so there was some confusion on my end when making a single-claw attack (why one was listed at -3 and the other listed at +2). But with that out of the way everything makes sense now. I think I just need to make a list of rules that I need to burn into my brain. There's so many technical details that I'm completely oblivious on >< (but then again, if I knew all the rules then I wouldn't have an excuse to post on these forums and get help from you kind folks :D). Thanks for the help again! I'm sure I'll have some more questions in the future... And I'll update again after session #3. Unless there's somewhere else that's more appropriate for that sort of thing. I feel a little guilty constantly bumping this thread for questions and what not. But at the same time, I don't want to clutter the board with new threads. :P ![]()
Ahhh okay.. I missed the "or" when I was looking at the stat block (and yeah, it was a skeleton). So now, (i'm sorry I keep asking more about these things..) when the stat block reads: broken scimitar +0 (1d6), claw –3 (1d4+1) or
Mathias said wrote: If he moves then he would get to use either a claw at +2 for 1d4+2 or a scimitar at +0 for 1d6 Does the creature always have to choose the first attack? What I mean is, since broken scimitar and the single-claw attack are on the same line, would he always have to pick whichever attack was listed first? So then the skeleton would get to choose either a claw at +2 for 1d4+2 or (broken scimitar at +0 for 1d6 OR a claw at -3 for 1d6) Do you see what I'm getting at? Gah, sorry for asking so many questions again. It's those little details that tend to drive me crazy. Hahah.. thanks again! ![]()
ub3r_n3rd said wrote: A: One if he moves more than 5 feet. Two attacks if he can take a 5 foot step or stand still and get the full round of attacks in 2 claws = 2 separate rolls of the d20 + 2 = result. And if it only attacks with 1 claw it only attacks once at d20-3 = result. So the monster would always try to attack with two claws here obviously. First, thank you for your detailed answers! I understand pretty much everything except the attack question. I haven't included this rule about the 5-foot step, although I think I vaguely remember reading about it a few weeks back. So again, the creature has claw-3 (1d4+1), 2 claws+2 (1d4+2) melee attacks. Let's say he is adjacent to a PC and he decides to not move at all and make an attack. He could make EITHER a 1-claw attack (1d20 -3) OR a 2-claw attack (1d20+2)(1d20+2), right? If he decides to move X amount of feet to a PC (so he uses his move action), he can only make a 1-claw attack (1d20-3), correct? I think I was doing this wrong last night. I was under the impression that the 2-claw attack was just a single attack roll, so I'd do (1d20+2) and then roll damage for that one attack (1d4+2). Perhaps this is why it was so challenging, haha(d'oh!). Again, thank you so much for explaining everything! Especially the treasure part. I was stupid and just told them "you find a +1 longsword, a +1 bashing shield, etc., etc.. Now I know. :) *EDIT* The module says that Kassen gives them a bag of holding (type 1), not a minor bag of holding. Is that right? And also, thanks for that Combat Manager tool, however I like to not use electronics during our sessions. :D ![]()
Update on session number 2! We finished the Crypt of the Everflame! We went through the lower level of the crypt this afternoon and did all sorts of combat and what not. This felt like a much smoother session than the first .. for the most part. The combat was alright, I had to fudge numbers quite a bit during the final boss fight though, otherwise 2 of the 3 PCs would have been dead. I added in the damage reduction rule this session (because I forgot about it last session) and it was pretty funny. The party came up with a funny idea to use the blunted arrows as a bludgeoned weapon. While technically I don't think this would work, everyone found it hilarious at the time so I let it slide. The party does fairly well during combat, but outside of combat it's pretty rough, ESPECIALLY after getting new loot. For instance at the very end after the final boss fight, instead of retrieving the Everflame and rescuing Dimira and what not, the power gamer immediately just started looking up what items did what and what he was going to do with them. Pissed me off a bit. The party seems to not know what to do after combat is over, or to be more specific, they don't know how to role-play very well. I'm being a bit picky, because I'm a huge role-playing fan and fan of fantasy stuff in general, but whatever. Overall, I felt much more prepared this time (but I still feel like I didn't prepare enough!). I had index cards with stat blocks for every creature and PC, but I still struggled a tad bit with keeping track of HP and stuff. So with this second session comes a bunch of new questions (I'm asking some of these on behalf of my players as well): Questions!:
1) How does the "trip" combat maneuver work? Is it just a d20 roll vs the target's CMD? And when it succeeds, do they just stay in the prone position for 1 round? Then spend one move on their next turn getting up? 2) At the end of the module, Kassen gives you a "bag of holding" but in the item description under Magic Items it says it has a "CL 9th". Does that mean we can't even use this until there is someone who has 9 levels in a casting class? If so, then why is this given to us in a 1st-2nd level module? 3) In one of the final crypts the PCs find a spellbook containing several spells and all the wizard cantrips. Can non-wizard PCs learn/use any of the spells in that spellbook? Can they sell the spellbook if they can't use anything with it? 4) Can a spellcaster have multiple copies of a single spell? For instance, if a Cleric is allowed to have two first-level spells for the day, can he use both spell slots to hold the same spell? 5)*Another skill question (sorry!): If a PC asks to use a certain skill to check something, but the module doesn't mention anything that requires a skill check of any kind, what happens? For example, the Cleric wanted to do a Sense Motive check on Dimira at the end of the module (he thought she might have been lying about something). Since the module says nothing about that, do I as the DM just say "She's not lying." Or do I go ahead and let him make a check and just tell him that he detects that she's telling the truth? This concept can apply to a lot of other things as well. 6) If a monster has two melee attacks:
Does the "2 claws" melee attack only receive one attack roll? Or two? The way I was doing it was just one attack roll. Also, does that -3 and +2 include a creatures BAB? I ask because Asar has a +4 BAB, but his attack was like, +1 longsword +9 (1d8+5/19-20) which seems way too powerful. So his attack roll would be (1d20 + 4 + 9) ? 7) (Last question for now): How do you get a power-gamer to not be such a power-gamer?! Nearly the entire session my power-gamer was only focusing on stats and numbers (there's nothing wrong that I suppose). However, as soon as the session was over and wrapped up, he was immediately looking at how much money he'd spend on a new wand or how he was going to use his new shield, or how he was planning on summoning monsters down the road. He also said he wanted to create a new character soon, to get a taste of how other classes play. As a DM who has been trying for a long time to find a cool group of people to play this with, it made me a little mad that he wants to start a new character already. It's only our second session and he is already talking about making a new character once he reaches level X (whichever level he unlocks all of his spells at). I sometimes can't stand his power-gamey-ness! I feel like he doesn't appreciate the beauty of this kind of game. It makes me want to pull my hair-out at times... >< *whew* ANYWAYS. My players seem to enjoy things so far. The final boss was a huge challenge for them, and when they killed Asar they were sooo relieved! It was fun watching it all wind down. The follow up to it though was a bit shaky. They forgot about the Everflame almost. I had to actually remind them about it. I asked everyone if they enjoyed it so far and if they wanted me to add/remove any more rules. Power-gamer said he wanted me to flesh-out the combat a bit (up til now I have ignore AoO and flanking, just your standard roll-to-hit, roll-to-attack). Personally, I finally feel like I'm slowly evolving from a super-bad DM to a not-so-bad DM. Anyways. Thanks for all the help and advice in advance! :D ![]()
ub3r_n3rd said wrote: What that means is that you ask if anyone has that skill or if someone asks if they can use knowledge nature and rolls their d20+skill modifier and it is 15 or better then you read the relevant information. Well I understand that.. I'm just more concerned about the execution of it. To go with your example with the footprints... if a PC asked to make a perception check to get more information out of the footprints (just an example), does the DM verbally ask/correct them to make a Knowledge(nature) check? Or does the DM ask the entire party "whomever has the highest Knowledge(nature) bonus can make a Knowledge(nature) check on those footprints"? Or does the DM go ahead with a perception check and tell them they can't get any information out of it? This was one thing I was sort of confused about during our first session. I wasn't sure what to do when they asked to use a skill check for something that required a different skill. So I ended up making a bunch of secret skill checks for them and kinda made things up to move along. Basically I get torn between doing what's right by the game rules, and what's right by the players. ***EDIT***: good lookin' out with that party tracking sheet! Exactly what I needed! ![]()
I actually purchased a big chessex gamemat (the one with 1" squares on one side and hexes on the other side) and have been drawing stuff out for them (only the crypt stuff though, everything else was freestyled). Although that reminds me, if using a mat, do you recommend drawing out the entire area before hand? Or drawing it out as they see it? Because I drew everything out before hand to save time, but then I feel like they sorta meta game a little bit ("Well, we haven't gone to that room over there yet..") The first session also made me realize how important it is to be organized with initiative and what not, so for our second session I actually made a bunch of index cards: 1 for each PC and one for each creature they'll be facing. That way once initiative is figured out I can just reorder the cards and go through them one at a time until combat is finished. And while I'm at it, how do you suggest keeping track of the PCs skills? Do you just have copies of their character sheet? Or do you just write down the most commonly used ones for reference? Oh! And when the module mentions something like "A DC 15 Knowledge (nature) check reveals etc..." How would that play out? Like, what if the PC wanted to find out that information, but specifically asked "Can I make a perception check to see if ..."? Or is it okay to tell them "Make a Knowledge (nature) check". This happened a couple times in our first session, where they were trying to use a different skill to find out information that would normally be known via a different skill. Whew okay. Got those questions out of the way. :) ![]()
Man... have you guys ever had a moment where you just don't understand something even though you've read and re-read it 100 times? And then someone comes along and drops a simple one or two-liner and all of a sudden it makes perfect sense?! Because that just happened. All of you have definitely helped me understand it... I feel waaay better about it now. Touch attacks are dependent on the effect that they have, rather than how they deliver the effect. Like an elemental effect or something that would say "Oh, you have armor? Cool story, bro." and continue to deal their effect to the target. GAH I get it now! XD
Can I just say that this thread has been the single most helpful thread I've ever encountered on any forum ever? This deserves a sticky for noobs like me. Hahaha... Thank you so much! :D (Our second session is this Sunday btw, so I'll probably chime in again with more questions after the session.) ![]()
Lincoln Hills said wrote: Don't think of these attacks as "ranged touch" "attacks", but as "ranged" "touch attacks." Things like rays and bolts of fire that will hurt you right through your armor attack your touch AC, but they do it at range. Does that help? This does make a little more sense to me, thanks. I'm thinking of it like, if the ability or spell can hurt you without needing to penetrate your armor, then it can be classified as a touch attack. If said touch attack can be done from a distance, it's a ranged touch attack. Is that fair to say? Or is that a little too general? Thank you Lincoln Hills and ub3r_n3rd, you've both been very helpful. ![]()
Can someone explain touch attacks to me? I think I understand melee touch attacks, but the whole concept of a ranged touch attack alludes me. I don't understand how they work (or how to make them work) at all. Also, the rule about shooting a ranged weapon at an enemy who is in melee combat with an ally. Does it always incur a -4 penalty? regardless of how far away the attacker is? My party has a ranger, cleric, and a druid. For example they were all standing next to one another when a skeleton came at them. If this were on a grid-map the three of them and the skeleton would form a 'T' where the vertical line would be the skeleton, and the horizontal line would be the heroes. The ranger shoots at the skeleton with her longbow. Does she get the -4 penalty? So 2 things: ranged touch attack, and -4 penalty. Again, thanks for your help. <3 ![]()
To go a little more in-depth on my personal experience: I was nervous from the get-go. I had no idea what to expect from the players at all. In the beginning, when I would assume they would accept the quest to get the Everflame, they were all very hesitant, so I had to nudge them a bit. When it came time for the first combat, I was so overwhelmed with the amount of information to keep track of, that I was just making stuff up at one point. It was really difficult for me to explain the whole "illusory orcs" thing to them, because no one was passing their Will savings throws (I was making them for the PCs in secret, that's what should have happened, right? Or did they need to make the throws?) It was really fun trying to be descriptive and stuff, especially when describing what happened when someone swung their weapon and rolled a natural 1. I'm not sure if my party understands that the first level of the crypt was rigged with "fake" traps by the townspeople. By the end of the night they were still confused about the illusory orcs, the pillows in the pit traps, and the blunt arrows... I *think* they're coming to the conclusion that it's some sort of test of will or something (which is good!) but I'm not sure if I needed to make it more clear to them that a lot of the traps were "fake". When it came to combat in general, I sort of changed things on the spot. For instance, instead of having 6 skeletons attacking, I'd only put 4 (I think I'm going to give them the same xp though due to my sloppiness haha). I also sort of ignored a lot of the creatures special abilities, and instead opted for their most basic melee attacks (to keep it simple). Overall the group was very fun to play with since we're all close friends in real life. The only thing that bothered me was my power-gamer player, who was always questioning everything I did. He's one of these guys who will read all the rules to make sure I'm doing my job right, and try to correct me n s$@& (it's kind of annoying). He wasn't as bad last night though... only a couple times where he pulled out the CRB to look something up. But yeah! Holy wow, it's so fun! XD ![]()
Hey guys! Update on the first session: It went better than I thought, even though parts of it were pretty rough. It was a ton of fun, even though I had to bend the rules and fudge the numbers ... *A LOT*. I do have a list of questions to ask though! 1) One player is always complaining about wanting to switch skills because the other two players already have higher points in said skills. For instance, he wanted to "untrain" perception because the druid in our group had a much higher bonus to it. How do you handle that? He keeps wanting to change his stuff because he feels like "if all three players in the party have perception, then the party isn't balanced". I keep trying to tell him to not worry about what they have, and to focus on his character and what his character would have, but he's a power-gamer who only cares about winning and being the best. How do I approach/handle the situation? 2) When a players enter a new room, there is usually some flavor text that is read out loud to them to describe it. However, after the flavor text is over, there is usually some more details that are laid out in text for the DM to know. My question is: how are the players supposed to know those kinds of details? Do they have to ask about it? Make a check? 2a) When players enter a room and the DM needs to make a Perception check without them knowing, should he make a perception check for all the players? or just one in particular? For instance, the 3 PCs entered the pit trap room in Crypt of the Everflame. None of them asked to look around to find out what they saw, so I made secret perception checks and only one person passed, so I just said that "X sees Y over there". Is there a method to doing something like this? 3) Regarding saving throws: when should I make them for the monsters? For example, if a Ranger shot her longbow at an orc, does the orc always make a Fort save? If the cleric channels positive energy towards skeletons, do they make a Will save? I kinda ignored a lot of the saving throws for the most part, as I wasn't confident in what I was doing (my fault though because I was horribly unprepared). That's all I'll ask for now, as I don't want to burden you all ;) But yeah, it was *tons* of fun, and I can FINALLY check that off my bucket-list (play/DM a D&D/Pathfinder style game). After a good 4-5 hour session, we were only able to get through the first floor of the crypt. I'm not sure if that's a good time or a bad time haha. ![]()
Hey guys! Thanks for all the advice and what not so far. We'll finally be starting to play for the first time this coming Sunday, so it should be fun. :) As for the complexity of this game, yeah I know it's tough for a beginner. But you gotta start somewhere. Right now I'm not going to heavily enforce the rules, just so that my players can have fun and explore/experiment in the world. I want it as simple as possible. Eventually I plan on being a little more strict as far as rules go, but that won't be for awhile. :) ![]()
Auxmaulous wrote:
Can you explain the 5d10 hp + CON MOD (x5)? I was under the assumption it was just one single hit die each level, so the Fighter would roll 1d10 + CON mod and the result would be how many hit points he'd get. The (x5) is a little confusing. (Maybe I'm just stupid. haha) Is it supposed to be 5x(1d10 + CON mod)? Or do I roll 1d10 five times and add my CON mod once? Gah ... I think I'm just overthinking things. Giving myself a headache -_- The same question I just asked can also be applied towards skill points (mostly about the (x5) thing). ![]()
Thanks so much for the explanation! Makes much more sense now! Unfortunately, now I have another question... Haha How the heck do you level-up a character?! I don't think there's a section in the book about how to level-up. I know how to do the hit points and the skill points, but what about the ability scores? I know there's that page in the CRB on page 30, so I guess you get a +1 to one ability score every fifth level? But then doesn't that mean your max ability score can only be 23 max? ![]()
Ugh. Another noob question: Can someone explain Skill points (at level 1) for me? It's based on your class and Int modifier, right? I get confused when the CRB says "you can never have more ranks in a skill than your total number of Hit Dice." But doesn't everyone have only one Hit Die? The way I initially understood it awhile ago, was that you can't have more points in a skill than your current class level. And I thought that the Hit Dice only came into play when determining how much HP a character gains after leveling up? Is there something I'm missing? I found this rather humorous guide to filling out a character sheet and in it he said the following: "Each class has a list of class skills. Each class gets a certain number of skill points per level, modified by Intelligence, and four times this number at 1st-level." But I see no rule like that in the CRB at all.. ![]()
@Trinite, do you think you can chime in a little more on how mapless combat works? I know for now my friends would like to use a grid and minis, but as I mentioned earlier, I feel like it sorta takes you out of the game a little bit. Personally, I would like to have more of a open combat system, one that doesn't involve so many detailed combat mechanics. Sort of like, if you want to do it and it's reasonable, you can. @Mark Hoover: Hah! That's funny how your group is pretty much the exact same as mine :P Do you find it difficult at all to make encounters work with only 3 people? ![]()
Well here's the thing with my group... it's a small group since there will only be 3 PCs: 1) My girlfriend - she's usually down to play most games so she shouldn't be much of an issue getting into character and what not. 2) Close friend - he's *really* into character development and storytelling. He loves adventure and challenges and all around roleplaying stuff. 3) Close friend's brother - this is the one I'm probably most worried about. He's a "power gamer" in my eyes. He cares a lot about winning and strategizing. And he tends to whine a little if things don't go the way that he thought they'd go. The three of them are all within 23-26 years of age (I just turned 25 on tuesday :P) So obviously it's going to take a little work to modify a module or adventure path to make it more manageable for 3 players instead of 4, but I think I can do it. ![]()
Wow, Auxmaulous! Thanks for such a great response! Auxmaulous wrote: The players will have a harder time identifying with the characters/creatures; you lose the aspect of "I made my first character" which is a strong attraction and function of the game, that sense of ownership. That was EXACTLY what I was afraid of! That is literally the one thing that I was a little nervous about when debating which one to start with. But to be honest, since I already read the entire Crypt of the Everflame module, I'm pretty excited for it. So I'm probably going to end up running that at our first game session (after character creation of course). ![]()
Thanks! I'll definitely check those out! I don't know if I'll start with them as our very first one though, only because I don't want to deter my friends from the game by forcing them to play goblins, ya know? I've been sorta hyping this game (D&D and Pathfinder in general) for a long time now, so to telling them that they *have* to be goblins would be a tiny bit unfair to them after all the blabbering I've done about the game, hahah. I will seriously look into it though and get their opinions on it. :) ![]()
I was considering doing something like that Johs, but then I started thinking about how combat would work (with minis, and the grid mat and all that jazz). Personally, I don't really like the thought of using a grid-mat or minis for combat, as I feel it turns the roleplaying game into more of a board game, thus making it more mechanical. That probably sounds stupid to most of you, but I kinda don't want to play out the combat that way. But for the interest of my players I'm going to anyways. I already read through the entire Crypt of the Everflame module and I absolutely loved it. (I am soooo freaking excited to try it out!) But after reading what you said about not even starting with a module, I'm beginning to have second thoughts. =/ ![]()
Thanks Laschoni, I apologize for the noob-ish questions, but can someone help me out again? In the supply room (area 10) it says that there's a table that has a small pile of items for each PC (depending on their class). According to the wording below, "
Barbarian: a masterwork weapon or a potion of bull’s strength and an oil of magic weapon Bard: a masterwork weapon or a wand of lesser confusion (10 charges) and a scroll of cat’s grace Cleric: a masterwork weapon or a wand of cure light wounds (10 charges) and a scroll of lesser restoration ..." But I can't seem to find the "note" that actually explains what each item does. The masterwork weapons I get, it's all the other stuff. Does anyone know where to find this information? ![]()
Another nub question: In the module I see this for one of the NPC's: OFFENSE
I get the speed part, but the Melee dagger is the part that confuses me... Is the +3 to hit? and then the (1d4+1/19–20) is the damage he does when he crits on a 19 or 20? Same thing with the crossbow, the +6 is to hit? and the (1d8/19-20) is the damage he does on a crit of 19 or 20? Am I understanding that correctly? ![]()
Oh believe me, I will. :) I do have a question regarding the Crypt of the Everflame encounters.. "These orcs are illusory. Whenever they hit or are hit by one of the player characters, they react appropriately, but give that PC a DC 16 Will save to notice that these orcs are not real." Who rolls the DC 16 Will save? The GM or the player? And does the DM verbally say "Player A make a Will save." Or is it done secretly? The way I understand it is that the GM makes this roll secretly, and then lets the players know the results afterwards? ![]()
Thank you all for your encouragement and great ideas! I think I will start with Crypt of the Everflame as the first module/adventure. The whole DM thing for me is mostly a matter of knowing when/where to start, as I know that experience comes with time. As for the electronic vs. hard copy issue: I think I might just make a ruling that only the DM can have any electronics out on the table during play. I feel as if that's fair enough, since I'm super excited to play Pathfinder, I should be taking it more seriously anyways. Again, thanks for your opinions! :) ![]()
Another question regarding modules/published stuff.. And I don't mean to change the topic of the thread with this question, so try to keep it concise: Do you prefer electronic media (PDFs) or physical media (books)? I am leaning more towards books, only because I feel that the presence of a laptop might cause my players to get distracted with other non-game-related things. The only downside is... more books. -_-. PDFs are very convenient, but since I'm trying to get & keep the attention of the new players I want there to be as few distractions as possible. ![]()
I haven't had any experience actually building a campaign. Ever. *BUT* I watch this show called "RollPlay" .. it's a group a friends who stream their D&D sessions so I have plenty of ideas brewing in my noob-ish little brain. They usually play once a week, and they're on week 21 if I'm not mistaken. So yeah I realize most people will probably tell me to start with modules or other published adventures (and I'm totally fine with that), I just want to get some opinions. But yeah if you have any recommendations for modules please feel free to share. :) ![]()
Hi all, I've been really interested in D&D and role-playing games for a *very* long time. Only thing is I've never had the friends or a group of people to actually play them with. So I'm finally trying to start a Pathfinder group with some friends.. it's a small group (4 total, including me). I'll be the DM and there will be 3 characters. Now, I have a copy of the Core Rulebook, the Gamemastery Guide, and I'll be getting the Bestiary sometime next week. For the most part, my friends seem genuinely interested in playing (already a huge win for me) but now I'm struggling with the next step: how to actually start. My *main* issue right now is this: Do I start with a published adventure or do I make my own? Following that, if I were to go with a published adventure, do I pick a module or an adventure path? (Not quite sure on the differences, but the way I understand it is that modules are smaller, and easier to digest in one session) Which would be the best beginning module for 3 *totally new* players and one *totally new* DM? Is it even smart for beginners to go the homebrew route? Eventually I would like to have my own campaign, so I figured why not just start with it? So if anyone can shed some light on my questions that would be greatly appreciated! <3 -n0ah |