What are the essentials?


Pathfinder First Edition General Discussion


I'm about to run some totally new players through an adventure path and I want to run them through an intro adventure to teach them the ropes.

My question is, what rules do you think are totally essential that the adventure should teach? Combat and Magic, obviously. Any others that you think are a must, though?

Thanks!


If you have the Game Mastery Guide, page 315 is a Basic Rules Cheat Sheet which does a good job of laying out the basic mechanics in a summary fashion on one sheet.


Aaron Gillespie wrote:

I'm about to run some totally new players through an adventure path and I want to run them through an intro adventure to teach them the ropes.

My question is, what rules do you think are totally essential that the adventure should teach? Combat and Magic, obviously. Any others that you think are a must, though?

Thanks!

1) What a role playing game is and how it works. They are playing a game. They control a character like a character in a videogame. You are the computer. the dice are a random number generator. The difference between you and the computer is that you're not stuck with set dialog or set parameters.

2) Skill and attack checks: 1d20 + what it says.

3) Which dice is which.

Dark Archive

Aaron Gillespie wrote:

I'm about to run some totally new players through an adventure path and I want to run them through an intro adventure to teach them the ropes.

My question is, what rules do you think are totally essential that the adventure should teach? Combat and Magic, obviously. Any others that you think are a must, though?

Thanks!

I guess the question is how new are the players? Never played RPGs? Never played D20? Never played Pathfinder?


I guess the question is how new are the players? Never played RPGs? Never played D20? Never played Pathfinder?

They've never played a roleplaying game before but they "get it." I don't need to go as basic as "This is what a role playing game is" but need to teach the core mechanics.

I know they'll pick it up as we go along, but would like to write an intro adventure that will introduce them to the core (most important) rules.

Thanks again everybody!


Aaron Gillespie wrote:


They've never played a roleplaying game before but they "get it." I don't need to go as basic as "This is what a role playing game is" but need to teach the core mechanics.

I know they'll pick it up as we go along, but would like to write an intro adventure that will introduce them to the core (most important) rules.

Thanks again everybody!

I'd suggest trying one of the freebie modules from the free RPG day, such as

Master of the Fallen Fortress. Use the pre-generated characters, and have them jump right in!

Sovereign Court

Things that might trip up new players.

DR and Fast Healing - The great thing is that you can describe these happening and they'll get it. Follow up with knowledge checks and they'll know that special materials can overcome this (we all know about werewolves and silver). It's a small thing but a good one to introduce.

Mind Control - Fear effects, charm person, dominate... New players can try to push charm too far, or find being controlled frustrating. Once they know what's going on it won't be so bad (i.e. knowing that just because you're charmed does not mean you can be forced to kill friends, fear doesn't last too long...)

Attacks of Opportunity, withdrawing and the 5-foot step - "what just happened? Am I dead?"

Aid Another and Circumstance bonuses - So obvious when not playing but needs showing to some players.

Communicating with and controlling animal companions - Tricks, training and the massive advantage of int3.

Scarab Sages

Pathfinder Rulebook Subscriber
FarmerBob wrote:

I'd suggest trying one of the freebie modules from the free RPG day, such as

Master of the Fallen Fortress. Use the pre-generated characters, and have them jump right in!

+1

Also, Crypt of the Everflame is another good choice. Both of these modules were made to purposely let players get familiar with new rules in Pathfinder, like positive energy channeling for clerics and grappling rules, etc.

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