Malwing |
In another thread I'm making 'Session Zero Kits'. So far they include new player friendly character sheets,(including basic information, fluff sheet, skill and combat action reference sheet, spellbook sheet and a familiar/animal companion sheet) a bag of dice, 2x mechanical pencils, 10x index cards, 2x sheets of blank paper, a manilla folder and a small pencil box.
I'm currently writing a primer to add to it that explains the core races, and classes as well as some basics on making and playing a character. So I have to ask, for newer players;
What are the roles and benefits for the core classes?
What are the actual steps for making a character? Usually when making a character using the steps from the core rule book I have to go back and forth (with the exception of the Beginner Box). What order should I be giving players so that we can go through together without getting lost
What Core races should I recommend to each core class? I made goofy stuff like Gnome Barbarians so I don't know what the actual norm is.
How do I recommend that that allocate their stats? I thought of making premade arrays but this is supposed to be a transition from the Beginner Box to the Core Rulebook so I think they should have some choice in that.
Should I limit races and classes like the Beginner Box does?
Should I issue them spell selections?
What strategies should I mention in the primer?
What other advice should I write down?
Universally Hated Pundit |
I find that summerizing is best accomplished by natural, breathable fabrics like cotton and linen. Sunscreen is essential, especially for the fair skinned, and a shade hat and sunglasses are also useful.
When summerizing, make sure you have plenty of liquids, and a way to restore electrolytes if you are going to perspire a lot.
To summarize, keep cool!
Malwing |
I find that summerizing is best accomplished by natural, breathable fabrics like cotton and linen. Sunscreen is essential, especially for the fair skinned, and a shade hat and sunglasses are also useful.
When summerizing, make sure you have plenty of liquids, and a way to restore electrolytes if you are going to perspire a lot.
To summarize, keep cool!
Sometimes I really hate typing with my tablet...
Time to edit I guess.
EsperMagic |
I find that summerizing is best accomplished by natural, breathable fabrics like cotton and linen. Sunscreen is essential, especially for the fair skinned, and a shade hat and sunglasses are also useful.
When summerizing, make sure you have plenty of liquids, and a way to restore electrolytes if you are going to perspire a lot.
To summarize, keep cool!
Well done!
Kazaan |
I'd suggest one of two options.
A) For each class available, give best/good/average/poor/bad racial options and, generally, categorize your classes into broad headings such as "Front-line Combat", "Support-Combat", "Magic-Combat", and "Magic-Support". Some classes may fall under multiple headings. If you're really industrious, include which archetypes push them in or out of what categories and change racial ratings.
B) For each race available, give best/good/average/poor/bad class options and, generally, categorize races into broad categories such as "Offense-oriented", "Defense-oriented", "Support-oriented", or "Versatile". Some races may fall under different headings. If you're really industrious, have sub-ratings for how well different archetypes mesh with each race.
lucky7 |
What are the roles and benefits for the core classes?
Categorize them into the basic 4 models: Arcane caster, Healer, Sneaky sneaky, and martial and explain what the basic premise of each one is, then write what makes this class special.
What are the actual steps for making a character? Usually when making a character using the steps from the core rule book I have to go back and forth (with the exception of the Beginner Box). What order should I be giving players so that we can go through together without getting lost
1. Concept.
2.Race/Class
3.Skills/Feats
4.Equipment/Finishing Details.
What Core races should I recommend to each core class? I made goofy stuff like Gnome Barbarians so I don't know what the actual norm is.
Most classes have a few good stats (Like Barbarians having good STR and CON) So races with those kind of modifiers would be best. Humans rock at most things.
How do I recommend that that allocate their stats? I thought of making premade arrays but this is supposed to be a transition from the Beginner Box to the Core Rulebook so I think they should have some choice in that.
Have the ability scores listed from highest priority to lowest.
Should I limit races and classes like the Beginner Box does?
Maybe a little. Stay away from, say, Summoners.
Should I issue them spell selections?
Maybe. This is a bit up to you.
What strategies should I mention in the primer?
What other advice should I write down?
Have to think on that one.
This is by no means definitive, feel free to disregard it entirely.
Jess Door |
Universally Hated Pundit wrote:I find that summerizing is best accomplished by natural, breathable fabrics like cotton and linen. Sunscreen is essential, especially for the fair skinned, and a shade hat and sunglasses are also useful.
When summerizing, make sure you have plenty of liquids, and a way to restore electrolytes if you are going to perspire a lot.
To summarize, keep cool!
Sometimes I really hate typing with my tablet...
Time to edit I guess.
;) Sorry, couldn't help it.
I think you could request that a mod change the title if you wish. That will have the added benefit of making my post non-sensical! :D
Malwing |
I was able to edit the title.
@Kazaan; Any suggestions on what definition each class should have? Cleric seems diverse.
@lucky7; For the games playing with the primer I'm limiting it to Core Rule Book only so I don't have to worry about things like Summoner. I usually have to stop new players from doing that by explaining it is probably the most complicated and confusing thing they can make.
What are the ability priorities of the core classes?
Kazaan |
Lets see. I'll limit it to vanilla classes; archetypes can be expounded upon after you pick up the pattern.
Role Categories
Front-Line Combat: Typically involves full-bab classes focusing on major weapons and/or defense or mid-bab classes with significant to-hit bonuses coupled with a supporting role.
Support Combat: Ranged offense and flanking-focused classes fall here, those that don't have strong defense to stand front-line to dish out and tank damage, but still contribute supplemental damage and/or set up enemies for more hurt with combat maneuvers. Also includes highly defensive classes that focus heavily on damage mitigation and "round-about" damage such as AoOs or crit fishing.
Magic Combat: Involves offensive abilities revolving around magic, thus requiring consideration about magic action economy as well as provoking by casting. Includes standard blasters as well as being a supporting role for hybrid Front-Line or Support combatants (ie. Magus, melee-Sorc, etc).
Magic Support: Involves magic abilities to buff, debuff, control, heal, etc.
The more roles a class has, especially the more primary roles, the harder that class tends to be since they have such a split focus. Classes with fewer roles and especially fewer primary roles tend to be much more focused and easier to manage, though they may have significant weaknesses that will need to be covered by teammates.
Classes
Fighter
- Primary: Front-line Combat, Support Combat
Barbarian
- Primary: Front-line Combat
- Auxiliary: Support Combat
Ranger
- Primary: Front-line Combat, Support Combat
- Auxiliary: Magic Support
Paladin
- Primary: Front-line Combat, Support Combat, Magic Support
Gunslinger
- Primary: Support Combat
Cleric
- Primary: Magic Support, Support Combat
- Auxiliary: Magic Combat, Front-line Combat
Monk
- Primary: Support Combat
- Auxiliary: Front-line Combat
Rogue/Ninja
- Primary: Support Combat
- Auxiliary: Front-line Combat
Bard
- Primary: Support Combat, Magic Support
Inquisitor
- Primary: Support Combat, Magic Support
- Auxiliary: Magic Combat, Front-line Combat
Cavalier
- Primary: Front-line Combat, Support Combat
Magus
- Primary: Magic Combat, Support Combat
- Auxiliary: Front-line Combat, Magic Support
Alchemist
- Primary: Magic Combat, Support Combat
- Auxiliary: Magic Support
Summoner
- Primary: Magic Support, Magic Combat, Support Combat
- Auxiliary: Front-line Combat
Witch
- Primary: Magic Support
- Auxiliary: Magic Combat
Wizard
- Primary: Magic Support, Magic Combat
Sorcerer
- Primary: Magic Combat, Magic Support
- Auxiliary: Support Combat
Druid
- Primary: Magic Support, Support Combat
- Auxiliary: Magic Combat
Oracle
- Primary: Magic Support, Magic Combat
- Auxiliary: Support Combat
These are all general categorizations for vanilla classes, especially Oracles and Scorcerers who have great diversity even in the vanilla class due to Mysteries and Bloodlines. When adjusting for individual archetypes, make determinations whether an Auxiliary role is being pumped up to a Primary role, a Primary is being bumped down to Auxiliary, or an Auxiliary is being made entirely negligible. You usually won't find a Primary role being added that wasn't already an Auxiliary role, but it's not impossible for some archetypes to drastically change the class in such a fashion.