
swingjunkie |
I was looking into roleplaying. I have a group of 5 who are excited. I bought lots of Pathfinder stuff and am slogging through the rules (don't know a better word). But...
I look on the forums and I see "this is OP", "that is errata'd", "that doesn't work right", "it should be done like this", etc.
For someone coming from next-to-absolute-zero roleplaying experience, what do I need to know going into this game running RotRL with the core book? Are any classes widely considered OP? Is there a basic mechanic that needs fixing? Is the there a problematic progression I should be watching for in my players?
There's just so much complaining and debating and arguing what is wrong or silly or too powerful or too weak that I almost want to turn around and sell my stuff and get out now before investing all this time and effort.
There's just a "wealth" of knowledge and so much stuff on these forums that I couldn't begin to know where to look and what to believe.
Can anyone point me in the right direction?

wraithstrike |
1 person marked this as a favorite. |

First just learn the rules in the book, and then worry about the boards.
My suggestion is to allow the CRB only at first.
Don't worry about "this is OP". That is based on opinion and will vary by table.
"this is errata'd" might matter
Don't try to learn everything right now.....It will take a while, and you will make mistakes.
Learn at your own pace. If you can, play in a few games. That also helps, not just with the rules, but you will see things from the player's side of the table.

Rynjin |
1 person marked this as a favorite. |

Note that Wizard/Cleric/Druid/Sorcerer are generally only OP if everyone knows what they're doing and are good at building characters.
With a group of (I assume) 5 people with little to no experience with TRPGs in general and Pathfinder in particular, anything from the CRB should be fine.
The classes released in other books (Magus, Alchemist, Inquisitor, etc.) aren't any more OP, nor are the races, but you will likely want to restrict them simply because they will likely lead to a bit of "Choice Paralysis" on the parts of the players. In addition, all of the newer classes are more hybrid classes, meant to fill 2 or more roles well, rather than one VERY well and another okay like the Core classes, so it might lead to a bit of confusion as to what the person choosing it would like to do.

Steve Geddes |

I was looking into roleplaying. I have a group of 5 who are excited. I bought lots of Pathfinder stuff and am slogging through the rules (don't know a better word). But...
I look on the forums and I see "this is OP", "that is errata'd", "that doesn't work right", "it should be done like this", etc.
For someone coming from next-to-absolute-zero roleplaying experience, what do I need to know going into this game running RotRL with the core book? Are any classes widely considered OP? Is there a basic mechanic that needs fixing? Is the there a problematic progression I should be watching for in my players?
There's just so much complaining and debating and arguing what is wrong or silly or too powerful or too weak that I almost want to turn around and sell my stuff and get out now before investing all this time and effort.
There's just a "wealth" of knowledge and so much stuff on these forums that I couldn't begin to know where to look and what to believe.
Can anyone point me in the right direction?
I think it's important to remember that the debates on here are at quite a high level - the people arguing about overpowered builds and rules which "need" an errata understand this stuff really well. Unless you have members of your group who invest large amounts of time and effort into mastering the rules, you probably won't have any issues. If you do end up with players like that - I'd use them as the OP/errata filters. They'll work it out eventually.
We've been playing a variety of games for thirty something years and have always just done what we think the rules mean, irrespective of errata or "Internet fury". It all works out okay.

Twigs |

We can certainly try!
The Core Rules are a really solid product, and they handle like a gem on their own. If you can I'd start out with a Core Book only game if I were you, although plenty of sources are available on the online PRD, they're unnecessary. In the Core Rules a straight core class (ANY class, don't listen to the naysayers) can perform swimmingly. The only builds that you need to watch for in your players are ones that they aren't having fun with at the table. If your players are feeling underwhelmed with their performance you could ask on the Advice forums for ways to give them a power bump, such as an adjustment to their feats, magic gear or any such thing. Dont worry about the power level of the classes. It is all relative. Worry about running the best game you can that your players will have the most funwith.
Ignore the errata. The one thing that MAY be of use to you is the clarification of the stealth rules posted on the blogs. They are very handy.
As for running RotRL, there is a fantastic subforum for that adventure path that you need to start lurking, trawling through and reading like, right now. It's an Adventure that people have been playing on and off since 2007, and a lot of people have some very brilliant ideas on the subject. You could also peek at other people's play by post game and steal descriptions and dialogue wholesale like I did when I was starting out.

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8 people marked this as a favorite. |

The forums are populated by a vocal minority of hyper-charged, passionate, obnoxius, knowledgeable and turbo-argumentative people who love to argue, such as myself. Most of the problems discussed here is pure theory brought up so that we can fight among ourselves. I wouldn't pay us much attention.

Rom001 |
2 people marked this as a favorite. |

You COULD just start off with the Beginner Box:
http://paizo.com/products/btpy8osv?Pathfinder-Roleplaying-Game-Beginner-Box
Once you and your players get the hang of things with the "abbreviated" rules you can then add the the others. Just remember that you AND your players are learning the ropes.
"Slow and steady wins the race"
Rom001

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2 people marked this as a favorite. |

I was looking into roleplaying. I have a group of 5 who are excited. I bought lots of Pathfinder stuff and am slogging through the rules (don't know a better word). But...
I look on the forums and I see "this is OP", "that is errata'd", "that doesn't work right", "it should be done like this", etc.
For someone coming from next-to-absolute-zero roleplaying experience, what do I need to know going into this game running RotRL with the core book? Are any classes widely considered OP? Is there a basic mechanic that needs fixing? Is the there a problematic progression I should be watching for in my players?
There's just so much complaining and debating and arguing what is wrong or silly or too powerful or too weak that I almost want to turn around and sell my stuff and get out now before investing all this time and effort.
There's just a "wealth" of knowledge and so much stuff on these forums that I couldn't begin to know where to look and what to believe.
It's only a 'wealth' if it solves a problem that you have. Otherwise it is utterly without value.
Ignore it all. Play with what you have. If you have fun, then there isn't a problem. If you have a problem, come back and see if has been discussed here or ask a question. However it's your (you + 5) game. Don't worry about how I play it.

Hardwool |

I think most of us did it the way brock said. Just playing with what you have, seeking for aid only if you got stuck somewhere.
Remember that the rules are bendable and if you have a feeling that something is not right, change it. If you don't know if or how to change it, just ask.
Most importantly, if your table is having fun, you're doing a good job, regardless of rules.

Little Skylark |

As said before, believe the Core Rulebook.
Turn to the forum if you run into problems. I have a wizard (considerd OP class) in my party who is underpowered. But she's having lots of fun so there's nothing wrong with it.
If you want however, you could look up tips for running sessions.
If you group is as exprienced as you are you don't have to know all the rules at once. Just make sure you know the basics, you'll learn as you go along.

Chemlak |

I have a friend whom I amuse with discussions on these boards. Some of us get REALLY tied up with the minutiae of Rules As Written (including me). His most frequent response to some of the HUGE arguments that appear on here is "apply common sense". And he's right.
If you're all having fun, you're doing it right. You will make mistakes, you will misread rules, you will misunderstand some of the fine points of rule interactions. If you're having fun, it doesn't matter. Get on with rolling dice, acting out your character interactions, exploring and adventuring. Don't let the rules bog you down.

Berik |
To agree with most everyone else, just build your characters from the Core Rulebook to start with and you'll be fine. Even the 'overpowered' classes are only that way if built in specific ways (and even then there are a lot of debates over how overpowered various things are). If you run into anything that you don't understand or that seems too powerful deal with that as it comes up or by all means check with the boards if anyone can help. But the vast majority of things work fine right out of the book and are balanced fine against each other.

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I would probably stay away from these boards as much as possible to start. Many of the things that I and my group had assumed were common sense have been highly debated on these forums (I'm looking at you monk and flurry of blows).
Don't get me wrong, I love this place and spend quite a lot of time here, but It's been both a curse and a blessing. For every question answered I have discovered another ten that I hadn't even considered.
Of course, this wouldn't be a problem if I could just leave well enough alone...but I can't...because I'm slightly neurotic like that.

Akerlof |
For someone coming from next-to-absolute-zero roleplaying experience, what do I need to know going into this game running RotRL with the core book? Are any classes widely considered OP? Is there a basic mechanic that needs fixing? Is the there a problematic progression I should be watching for in my players?
Familiarize yourself with the basic rules, read the Getting Started, Combat and Magic chapters of the core rulebook:
-How does a combat round work? What types of actions are there and which ones can I combine in one round? Familiarize yourself with the tables identifying what standard actions, move actions, full round actions, swift actions, immediate actions and free actions are. Understand that you can take 1 standard, 1 move action, 1 swift action, and a "reasonable number" of free actions in a round, you can substitute the standard action for a move action, OR you can substitute both the standard action and move action for a full round action.
-How does movement work? What is a 5 foot step? What is a double move, how do you run? What is difficult terrain and
-How does combat work? How many attacks can I take, how do I tell if this number I just rolled hit or not, can I see to shoot that enemy or not? What are the basic modifiers? When is an attack of opportunity provoked? How does flanking work?
-How does magic work? What are saving throws? What does a "15' cone" mean?
- Read the section on using skills, skim the section on specific skills. Understand taking 10 and taking 20.
- Read the intro to the feats chapter. Skim the table of feats and their descriptions.
- Read the Monster Introduction from the bestiary to understand what stat blocks are. Bookmark the UNiversal Monster Rules for future reference.
Next read the first Rise of the Runelords book, at least the introduction and setting information and a bit of the scenario.
- Are there any rules that you aren't familiar with? Look those up in the CRB.
- Are there NPCs that the characters will have to fight or that have abilities that you have to use? Look those up also.
- Come up with a game plan on how you're going to get your players started on the adventure.
Finally, get together with your players and have them make characters. Briefly read up on the different classes your players are playing and the first couple levels worth of abilities so you know what to expect. Read the descriptions of the feats they are taking, have them explain to you what the feats they are taking do and why they are taking them. Check appropriate section of the the core rulebook to understand what complications those feats might add. (E.g if a fighter takes Combat Expertise and Improved Trip, read through the combat maneuvers section of the Combat chapter to understand how tripping works.)
Then play and have fun. Don't be afraid to wing it when you don't know the right rule. Don't be afraid to admit that you made the wrong ruling, adjust and carry on. Some things will work better for you and your friends, other things won't. IF you have specific questions about things that aren't working, you MIGHT want to search the forums for those specifics, but that's down the line.
Over powered and under powered are really dependant on your own group and GMing style. One person's over powered (synthesist summoner, say) is another person's under powered. Do what works for your group.
Have fun.

Anburaid |

Welcome to Pathfinder! We all hope its a good fit for your group as has been for us. Here is some starter advice.
• don't worry about learning everything. Learning the game is a lot like putting together a jigsaw puzzle. You start with the outline and then fill it in as you play and explore.
• look for examples. Often times what is explained in a rules can be misunderstood or difficultly worded. There are often written examples of how a rule works to help you digest it.
• Don't let the rules ruin the game. We all like Pathfinder, but slavishly following the rules gets in the way of having a good time. Sometimes GMs just wing it and skip rolling when the players are having fun roleplaying. Too much reliance on doing things by the book can stifle the fun, especially if you are looking stuff up every other minute. Keep the rolling for when the outcome isn't obvious, like in life or death situations, or when you are not sure how the NPCs will react to what is said.
• Be prepared. Good for boyscouts and GMs. Before running an adventure or a scene, just imagine what the players might do. What specific powers might they bring to bear? How should your NPCs react? Do they know what the PCs are capable of? Write down the DCs of skill checks that might come up, or what NPCs might say if they are asked about certain things. This gives you the ability to improvise more easily as you have already worked through the likely scenarios that could occur.
• Let the players play. Sometimes you have a story you want the PCs to be involved in but they get focused on something else. Maybe they just want to keep RPing their scene in the bar where they drink and make merry. Don't react by forcing them or shoe-horning them into situations. Let them come to their motivations on there own. Great GMs can get PCs to get involved in the story while making it seem like their idea. Perhaps the NPC the PC is chatting up knows something about the story or is involved somehow. Suddenly the relationship the PC was building for fun becomes the driving motivation for them to get involved.
Good luck, and hopefully you will enjoy many awesome sessions with your friends, and sometime in the future you can drop wisdom on the next person who is just starting out :D

Vorpal Laugh |

I have to agree with everyone here especially Akerlof, be willing to wing it if you can't remember a rule and be Okay with making mistakes. I will add a couple of things. When you forget how something works, make up an answer and make a note to look up the rule later. Most importantly talk with your players. Explain how you are learning the rules and will need to make temporary decisions and later be able to reverse yourself.
If you have access to one or more of your players before the actual game you might want to run some practice combat. Combat is one of the most complicated but still common things the game.

Vod Canockers |

Be sure to read the RotRL book before you start to play. Go over each encounter to familiarize yourself with what is supposed to happen, and what the trap or monsters are and how their abilities and spells work. DON'T use any nifty tricks they have to slaughter your party, especially if they don't know you can do that.
You might want to plan on spending some time after the run to discuss what went on, and any game mechanics that you and your players got confused over, or just ways to make it more fun.
Make sure that your players understand what they can and cannot do. How their spells, feats, and other abilities work.
Lastly, you may want to let your players rework their characters after a session or even level or two. Ask them what they like or dislike about their characters.

Kydeem de'Morcaine |
2 people marked this as a favorite. |

Ignore most of the arguments on these forums for at least a year. The system is actually very playable exactly as it is.
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Agree on "stick to the Core Rule Book" for now.
The Game Mastery Guide has many helpful tips if you are really new to the game as a GM.
The wizard, monk, and druid seem to give brand new players difficulties since they are fairly complex. But they are not impossible if a player wants to try. I usually try to steer new players toward fighter or ranger if they want to use weapons and cleric if they want to use spells. At least for their first character.
Many people feel the rogue is underpowered, but I've seen many people including beginners have a lot of fun with it.
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When you are in the middle of something and a player asks to do something that you don't know the rules for... Don't stop to read through for a rule, just wing it.
Player "I push over the stack of empty barrels in the path of the guards."
GM, seems like pushing over a stack of empty barrels should be fairly easy. Guards jusmping over them wearing chainmail might be tougher and cut their speed down some. So, "Ok, DC 12 strength check to succeed in pushing the barrels over. And the guards have a DC 14 dex check to jump the barrels and are moving at half speed."
Later on you can find the rules that will tell you that the barrels would probably have counted as rough terrain and it would be an acrobatics check (with armor check penalty counted in) to jump them. So your 'common sense' call is actually fairly close and next time you will be a little better prepared.
I don't stop play, but often if I'm not sure I handled something correctly. I will post a question in the advice or rules forums to see if their might have been a better way to handle it.
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I always let new players adjust their character quite a bit for a while. They will often pick a feat or spell then find out it really doesn't work too well for them. So I let them make a different selections and we just pretend they had it all along.
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A very good way to learn the system is Pathfinder Society events. Check at the gaming store near you to see if they have PFS events or know where some are. Even if you don't want to play PFS long term it is a good way to play with some more experienced players and learn the game. If you really can't find a PFS game try going to a convention in the area.

Kolokotroni |
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You COULD just start off with the Beginner Box:
http://paizo.com/products/btpy8osv?Pathfinder-Roleplaying-Game-Beginner-Box
Once you and your players get the hang of things with the "abbreviated" rules you can then add the the others. Just remember that you AND your players are learning the ropes.
"Slow and steady wins the race"
Rom001
To the Original Poster (often abbreviated as OP) this is the best advice you can get. The begginer box is designed to teach people the game. Take that and the free player pack download Here and you have 5 ready made characters that your players can use laid out in a straight forward and visual way.
After running that for a bit you can start over with rise of the runelords. Remember an Adventure Path is a huge commitment, you will be playing the characters and running that story for a long time if you finish it (sometimes years of real time depending on how frequently the group meets). Let you and your players get a feel for the game before you dive into that.