
Lord Geek |

I have finally made the decision to switch to Pathfinder. But I find the rule set to be a little daunting. I'm used to being able to read the rules and come away with a good bit of mastery. This time not so much. I love the game, and I want to run it. I was wondering, how do you go about learning the system? What do you find that works?

Mynameisjake |

The same way you get to Carnegie Hall. Practice, practice, practice.
The easiest way is to play in someone else's game, preferably a DM who doesn't use many (or any) houserules.
You can supplement this by building a few characters to get a handle on the creation mechanics. Post one or two to get some feedback as to whether you're doing it correctly. Start with 1st, 3rd, and 5th level versions of the same character. PF forum members are remarkably helpful and friendly.
Finally, run a few encounters either by yourself or with one of your prospective players. Start with a flat, featureless arena and no special attacks or combat maneuvers, then add complexity from there. Use the grappling rules last, but definitely give them a spin. Toss in a few Monster versus Monster bouts, as well. Don't forget to add in some terrain features, later, as well.
If an outcome seems odd or a particular mechanic is particularly troublesome, again, post an example.
When you feel more comfortable with the rules, run a short published module or two. Start off with a "no spellcasters" rule, except for the villains. Once you get the hang of it, allow magic in, but ask your players to let you know in advance what spells they have memorized so you can familiarize yourself with them. Also review the entire "Magic" chapter a time or two. You'll be glad you did.
If something comes up that you're not sure about, wing the answer, then post about it. Someone will always be willing to help.
Hope this helps.
Edit: Oh, and don't worry too much about getting things wrong. If there's a dispute or confusion during a game, just rule what seems reasonable to you, make a note to check on it after the session, and keep going. And don't feel bad. There are a lot of rules. It takes time, and a lot of mistakes, to get them down pat.

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If you have a PFS (PathFinder Society) game in the area, I would attend that. You get a really good feel for the core rules and how they work there, so you can figure out what you want and don't want to have in your games.
Also:
Read the book.
Come to the forum when you're confused (and ignore the trolls, please).
Play it.
Alternatively, you can just play the game and ignore us, ignore Pathfinder Society, and ignore how the rest of the world plays. You'll probably end up doing a few things "wrong" but if you're having fun... who cares?

Ice Titan |

The way to learn the core rules is to read the rulebook as often as possible for everything you do.
That's not inflammatory, either. A lot of people coming off of 3.5e or other systems will tell you what x or y does and be completely and utterly wrong in Pathfinder, but completely sure of themselves until they're proven wrong.
So, any time you do anything? Check the core rulebook. Commit it to memory. Move on. Don't be ashamed to double check.
This extends to simple things. Lighting a torch, making perception checks, making climb checks, making reflex saves on failed acrobatics checks, what thunderstones do, combat maneuvers, calculating combat maneuver bonus, all skill checks, conditions and penalties, ability damage, ability drain, poison, disease, curses, fatigue, magic missile, any spell, all spells, all spell lists, class abilities, difficult terrain, environmental rules, fighting underwater, fighting in the air, flying rules, critical hit rules, what monsters are immune to critical hits, what monsters are immune to, what "undead traits" means, what "plant traits" means, what all traits mean, the rules for improvisational weapons, the rules for throwing a weapon, the rules for picking up a weapon, etc. etc. etc.
If you reference everything you do, you're getting some heavy duty rules exposure. Some things you don't need to reference for, like, attacking, or saves. But reference if this is the first time you're doing something in a game. Reference again if you're even the slightest bit unsure. Soon, you'll have it all on lock down, and then you'll only need to reference for fighting underwater, because fighting underwater is a rules nightmare.
EDIT:
Read the book.
Come to the forum when you're confused (and ignore the trolls, please).
Play it.
Solid as well.

Kolokotroni |

like others, I think the best way to learn is to play. You will make mistakes, but actually using the rules will better prepare you to dm then just reading them over and over. It's always best to learn from someone who already know the game but if thats not an option just start playing. Thats how my group did it. And we made tons of mistakes, but all it lead to was great stories (and some busted campaigns)

h2ofowler |

Well, I just jumped in with both feet. I had no clue what I was doing, but ran the Council of Thieves adventure path and believe I pulled it off. One of my players stated, "It was like level 12 players with a level 3 GM!" Still, I added to the story and focused on getting the world feel right.
In other words, I think all the advice above is great, but, you don't have to know all the rules to start GMing. Read the skills and combat section and then go for it. You can always use that rules lawyer in the group to help you out if you get stuck.
Just my 2 coppers worth!

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In other words, I think all the advice above is great, but, you don't have to know all the rules to start GMing. Read the skills and combat section and then go for it. You can always use that rules lawyer in the group to help you out if you get stuck.
Just my 2 coppers worth!
+1. Pay special attention to the rules of movement, positioning and especially Attacks of Opportunity.
This last point is what causes the most trouble to new players/GMs.
After that, you can graduate to the special combat actions, especially the combat maneuvers.

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Don't worry about not knowing the rules -- the vast majority of gamers, DMs and Players alike, even great DMs (like me) don't know all the rules.
Whatever you figure out the first time is enough. Start with that.
If a PC wants to try something, make him roll a d20. If he gets a big number, he succeeds. If not, he sucks bum and loses.

Caineach |

If you are familiar with 3.5 D&D, just default to it if things get too complicated and go back to it later. It doesn't matter if you are following the rules, as long as people at the table don't feel like they are getting the short end of the stick and are having fun. Lots of the rules wont make sense until you use them and see how they work.

Lord Geek |

To a certain degree it would be useful to know what system you're coming off of and what experience you've got. Advice varies if you're an experienced DM who's coming from 3.5e compared to an inexperienced DM who's played non-d20 systems.
I came up in the hobby playing 3.5. I didn't really get to far into the nuts and bolts of being a GM, but I played a lot of 3.5. That is probably why I love Pathfinder...3.5 was my "first love".
I just finished up a lengthy 4e game and began to see some less than cool things about it. I stumbled upon the Pathfinder Beta and liked what I saw. The rules were crisp and the artwork was jaw dropping (Wayne Reynolds Rocks!). I bought the Core Rulebook and Bestiary and decided to make it my primary game.
My current plans are to run two groups, both playing through the Rise of the Runelords adventure path. With the desire to maybe run some Pathfinder Society modules. (I like the Society concept). Even though I know my way around the rules, the depth of it all is what I am trying to plow through. I can make a character in my sleep. But there are some mechanics that I had incorrect, i.e. I thought Damage Reduction applied to all damage.
I may be trying to hard to soak up the information but I would like to be able to make rulings without the need of serious referencing. I thank everyone who has replied and continue to look forward to further input from the boards.