Which level should we start at?


Advice


Hi all,
Long-time lurker, first-time poster. I've played Pathfinder for a couple of years now, and my playing partner and I are trying to get some mutual friends in on the fun. We have a whole vacation weekend set aside for two nights of epic adventure.

I will be GMing, and while I have experience running other systems, I've never GMed Pathfinder before. Part of the reason I volunteered to GM for the weekend is that it gives me an excuse to learn some of the finer points of the system. Anyway, I need some advice on which module (as a new GM, I will be relying heavily on published material) to run and which level you think I should set the PCs at. Here's some of the pertinent info:

- Five PCs total. One player has extensive experience with Pathfinder, and is playing a fast barbarian wielding a greatsword. The other four have minimal to no experience, and will be playing a Celestial sorcerer, TWF, Gunslinger, and Magus.

- The characters will have been created prior to the first session, so we won't waste a lot of time with character creation. Realistically, we're talking 12+ hours of actual play, but it will be a little stop-and-go as people get acclimated to the system during the first few hours. I would like to reach some sort of satisfactory conclusion to the adventure by the end of that, as we aren't planning to turn this into a long-term campaign nor will we likely be able to get everyone together again for a while.

- I'd like the starting level to be high enough that the players have access to some of their characters' cooler class features, like the magus arcana (level 3) or gun training (level 5). But I also don't want to go to high, as the combat options at such levels might be confusing to new players. My inclination is somewhere in the 5-7 range, but I'm open to suggestions or any opinions someone might have about that.

- I'd like a decent mix of exploration, interaction, and combat. I'm a big fan of sessions that balance those out, rather than epic dungeon crawls. A couple of these new players are writers, and one's an actor--they'll enjoy roleplaying as much or more than the combat.

TL;DR - 12-hour one-off session with 5 PCs (1 vet, 4 new), need suggestions about level and adventure modules; good mix of exploration, interaction, and combat preferred.

Thanks, everyone!

EDIT: In case it matters, the entire team (with maybe one exception) is Chaotic Good.


1.


3 is usually enough. It lets the 3/4 BaB classes get power attack and the like, and it avoids the constant TPK's from bad rolls level 1 has.


yea, with new people you should start at 1, maybe 2... especially with the higher maint classes.

if nothing else, an "intro mod" to learn about the things and do a quicker levelup system


Urist The Unstoppable wrote:
3 is usually enough. It lets the 3/4 BaB classes get power attack and the like, and it avoids the constant TPK's from bad rolls level 1 has.

well yea, that too.


Well, that's two votes for 3. And that's where I started with my first character, so that's good enough for me. Unless someone has a good argument for another level, I'll go with that.

Anyone have suggestions for adventure modules suitable for 5 PCs at level 3? I'm probably going to do Masks of the Living God, but, again, opinions/comments are welcome.

Oh, and thanks for the suggestions so far.


afraid i dont know/havent played any pathfinders mods/ap's


For the most part low level characters are not that different from each other. for the first three levels or so stats mean more than character class. Take for example a 1st level dwarf fighter with a 13 STR vs. a 1st level elf wizard both using a long sword. The wizard is actually going to have a better chance to hit and do more damage. At this level the fighter only has a single extra feat and the BAB difference is only 1. If the dwarf takes weapon focus and power attack as his 1st level feats he will be +2 to hit and +3 to damage where the wizard will have +4 to hit and damage.

At 4th level the dwarf fighter will probably have weapon specialization and furious focus and will probably have invested in at least a masterwork if not magical weapon. He will also probably put his 4th level stat bonus to STR giving him a 14 STR. So at level 4 the fighter is probably doing +8 to hit and +9 to damage where the wizard is doing +6 to hit and +4 to damage. Also low levels the fighter probably does not have all that much more AC then the wizard because he can't afford decent armor. By 4th level most fighters are using heavy armor so their AC is much higher.

Now I realize that the fighter will normally have a lot better strength than a wizard, but my point is at low levels stats are more important than class. You start to see differences in characters showing up around 4th to 5th level. This is also the point where the characters have enough HP that a lucky shot is not going to kill your character.

I would probably start the characters out at 5th level. At this point most of your classes are starting to show some difference. Anyone who gets spells will have at least gotten their spells. Full caster will have access to 2nd level spells. Equally important is the fact most classes at this point will be able to afford at least mundane versions of their typical gear. Paladins will have full plate, archers will have bows that can actually take advantage of their strength. spell casters will have some scrolls and maybe a wand.


Good points, Mysterious Stranger. That was my general thinking when I was originally going to go 5th level. That's about when PCs start getting the signature elements of their classes. OTOH, I'm not sure these players are sophisticated enough yet to realize that, and it may just cause more confusion than it's worth. What I'll probably do is build the PCs at level 3 and then reassess how different they are from each other, then perhaps bump up to 4 or 5 if I think it's necessary.


I would suggest at least 4th so the characters are different enough without getting too complicated. I am in the planning out a campaign I want t run and plan on starting the characters at 4th. For a one shot adventure I would suggest going a little higher just so they can get to play with some of the cool stuff. In my case I plan on running the campaign to high level so they will eventually get the cool stuff.


Hurm... what do you think about making building the PCs at 4th level and then leveling them up to 5th level, saving both builds? That way, they can start off simple, and I can level them up at the end of the first night, and they can get the rush of gaining their cool new abilities during play.


I have started a group out by having them build their characters from Level 1 to Level 3 and then ran them through a Prologue and First adventure/mission. Having them level up periodically throughout said adventure.

They enjoyed it.


Captain Werewolf wrote:
Hurm... what do you think about making building the PCs at 4th level and then leveling them up to 5th level, saving both builds? That way, they can start off simple, and I can level them up at the end of the first night, and they can get the rush of gaining their cool new abilities during play.

That would work also gives a taste of advancement. You said you probably will not be doing it again soon but this does give some incentive to continue gaming.


Awesome, thanks for the advice everyone.

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