
KoolKobold |

Yeah. This will be my first time being a GM, and I'm a bit hesitant/nervous of being a GM. However, I want to start one, for it seems like fun to be a GM, and I am starting RotRL whenever I get my Anniversary Edition in the mail.
Any advice for a wannabe GM on what to do/not to do as a GM?
*I do have the Gamemastery Guide, but a book can only help ya out only so much.
EDIT:
Here's the rules I have for the campaign.
Races: All Core, plus Aasimars (with -2 CON), Changelings, Ratfolk, Tengu, and Tieflings. Any alternate racial traits you want? You must ask for my approval first. You can only choose ONE alternate racial trait (even if it replaces 2 or more original racial traits). Once you’ve chosen your alternate racial trait, you cannot change it after approval.
Classes: All except Antipaladin, Cavalier, Gunslinger, Ninja, Samurai, and Summoner. All classes from Advanced Class Guide and Occult Guide are prohibited. Archetypes are prohibited unless you have my approval.
Traits: Choose 2 traits from Advanced Player’s Guide. One MUST be from the following campaign traits:
-Black Sheep
You know many of the region’s secrets and the locals already know who you are. You aren’t quite hated in town, but folk seem to think you’re a troublemaker and a bastard and not to be trusted. The town’s tougher folk respect you, but the law-abiding citizens don’t.
Benefit You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. In addition, you can choose any one notorious citizen from below as an ally; depending on the person you pick, you’ll get different benefits.
Apothecarist
Everyone suspects the sweaty, shifty-eyed apothecarist sells poisons from his cluttered, acrid smelling wreck of a shop. You’re one of the few in town who know this for a fact.
Benefit You start the game with 400 gp worth of poison, and the apothecarist will continue to sell you poison as long as you don’t spread the word.
Bitter Nobleman
The noble is eager to rebuild his presence in town, and you’re one of the ones he’s selected as an agent.
Benefit Choose one of the following skills: Bluff, Sleight of Hand, or Stealth. Your work for him gives you a +1 trait bonus on that skill, and it is always a class skill for you.
-Favored Son/Daughter
You were born and raised in town or its surrounding farms. You know many of the region’s secrets, and the locals already know who you are. You are well liked in town, and you’ll have lots of friends in the region, but the town’s tougher side sees you as a snitch or a pansy.
Benefit You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one law-abiding citizen from below as an ally; depending on the person you pick, you’ll get different benefits.
Local noble and Innkeeper
Benefit You gain an additional 10% over the amount of gp you normally would get from selling off treasure.
Town Sheriff
Benefit The benefits of being close friends with the town sheriff are extensive, and you can call in favors from him once per game session. A favor can either get you out of a legal jam, hook you up with a town guard for help, or give you a onetime +10 bonus on a Bluff, Diplomacy, or Intimidate check made against any local person.
-Outlander
You’ve recently come from somewhere else and are hoping to make your fortune here.
Choose one of the following:
Lore Seeker
The secrets of ancient fallen civilizations intrigue you, particularly magical traditions. You’ve studied magic intensely, and hope to increase that knowledge by adding lost lore. You’ve come to pursue that study, and chose this place as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope!
Benefit You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
Exile
For whatever reason, you were forced to flee your homeland. Chance or fate has brought you here, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger.
Benefit You gain a +2 trait bonus on Initiative checks.
Missionary
You have come here to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed—what that need is, though, you’re not quite sure.
Benefit You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
-Max Gold
-1st Level
-Max HP, after this average HP for every level increase
-Alignments: Any non-evil
-Weapons: All except firearms
-Magic Gear: Unapproved until GM gives permission to purchase
-20-point buy
-Provide with following descriptions:
-Physical: Scars, hair color/eye color, facial hair (if any), skin color, birth marks, tattoos, etc
-Personalities: Happy, anti-social, impatient, naïve, bubbly, easily tickled (i.e. is easy to make him/her laugh), etc
-Origins: If your PC is from Sandpoint, explain his/her relations with some of the NPCs. If the PC is not from Sandpoint, explain where he/she came from, why he/she left, and/or why the PC decided to come to Sandpoint.
-Likes/Dislikes: Should be simple enough.
All of these shouldn’t be in-depth, but should be more of a summary for each category.
ABSOLUTELY NO:
-God-modding
-Cheating
-Insulting/bad-talking other PCs or GM
-Creating a PC that seems to be overpowered (if I deem the PC overpowered, I will have to ask you to recreate the statistics for that character)

KoolKobold |

SO what do you consider overpowered? Like that seems vauge....There are people who complain about a character surviving and doing well. Are you that type of DM?
Most APs are written for a 4 person party on a 15 point buy.
really you ban cavalier? Why? what martial class is op? NONE.
...Not quite sure what I consider OP. I think maybe if a wizard/witch/alchemist focuses too much on Intelligence so that they can have major powers?
I was going for a 5 person party, but I'm not sure if a 15 point or 20 point buy will work for that.
And I banned cavaliers because...I just have no real experience with them. Which is stupid, I'll admit. I'll add in cavaliers to the list.

Thirdhorseman |

I would say definitely 15 point buy for a 5 player party, to make up for the extra person. with magic items, if i remember right, the town they are at most of the time has a "base Price", and any item under that amount has a 75% chance of being for sale (if reference to needing to you needing to approve magic gear, unless you just meant, like, the source of the gear bookwise).
Also this site www.d20pfsrd.com, is extremely helpful to any pathfinder game
PS, I try never to tell anyone how to run their game, only give suggestions, but i would highly suggest not ban a witch or wizard that focuses to much on int, because its kinda their most important stat. without it their spell DC's suffer, and they will hardly have any skill points.
hope this helps!
(also, i am currently running a ROTRL campaign as well, have some fun with the goblins, they're fun to mess around with as GM)

KoolKobold |

I would say definitely 15 point buy for a 5 player party, to make up for the extra person. with magic items, if i remember right, the town they are at most of the time has a "base Price", and any item under that amount has a 75% chance of being for sale (if reference to needing to you needing to approve magic gear, unless you just meant, like, the source of the gear bookwise).
Also this site www.d20pfsrd.com, is extremely helpful to any pathfinder game
PS, I try never to tell anyone how to run their game, only give suggestions, but i would highly suggest not ban a witch or wizard that focuses to much on int, because its kinda their most important stat. without it their spell DC's suffer, and they will hardly have any skill points.
hope this helps!
(also, i am currently running a ROTRL campaign as well, have some fun with the goblins, they're fun to mess around with as GM)
This does help!
I just wanted some advice on what would be acceptable in certain areas. Like:
-What level should magic items be on the shelves for purchase?
-Is it okay for me to give aasimars a -2 CON? Cause I don't want to include them without a score penalty...
And I have heard that goblins are fun to mess with. I honestly want to make a song version of that "Goblins Chew, Goblins Fight!" chant at the beginning. xD

KoolKobold |

Do you plan to run it online or in person?
Online. Right here on the PbP Forums. No way I can run a campaign of any kind in person right now (or anytime soon for that matter).
Plus, with my schedule (and for the fact that, minus the weekends, I can't jump on my computer that often), I thought a slow paced campaign could work only on the PbP.

Mellok |

15 point buy really just limits you to SAD classes or sad players.
Also what has worked for us is no item equal to or greater than 1/3 of WBL should be available to purchase and we usually forbid magic item creation feats by introducing a lvl 2 base weapon/armor swapping spell though we are considering switching to the inherent increases rules from unchained.
I would also recommend a baseline for to hit, SR pen, Save DCs and skill checks. Ask your players not to be more than 5, 25% of a d20, above that number for the level but then open up all character options to allow for more interesting characters.
The ones I use:
To Hit: lvl+3+lvl/8
SR Pen: LvL
DCs: 10+Spell LeveL+3+lvl/8
Skills: LvL+10 before racials
I would also recommend not being lower than 5 below this number for their primary focus so as to stay relevant to the group. This will allow you to tweak encounters I.E. Hit on the roll of a 5 vs 15 translating to only missing on a 1 or hitting on a 20 but only just barely. If you really want to get fancy you can build encounters based on the number of standard actions required to defeat it vs the % of total health you want your party to loose.

KoolKobold |

15 point buy really just limits you to SAD classes or sad players.
Also what has worked for us is no item equal to or greater than 1/3 of WBL should be available to purchase and we usually forbid magic item creation feats by introducing a lvl 2 base weapon/armor swapping spell though we are considering switching to the inherent increases rules from unchained.
I would also recommend a baseline for to hit, SR pen, Save DCs and skill checks. Ask your players not to be more than 5, 25% of a d20, above that number for the level but then open up all character options to allow for more interesting characters.
The ones I use:
To Hit: lvl+3+lvl/8
SR Pen: LvL
DCs: 10+Spell LeveL+3+lvl/8
Skills: LvL+10 before racialsI would also recommend not being lower than 5 below this number for their primary focus so as to stay relevant to the group. This will allow you to tweak encounters I.E. Hit on the roll of a 5 vs 15. If you really want to get fancy you can build encounters based on the number of standard actions required to defeat it vs the % of total health you want your party to loose.
So...I would rather use the 20 point buy instead?
And also, I'm a bit confused by what you use for Hit points (I assume they're hit points), SR (Skill Ranks?), Spell DCs, and Skills. I think I understand how to use them, but I'm confused as to why I wouldn't stick with what's in the rules is all.

KoolKobold |

To hit is your bonus on attack rolls.
SR pen means spell resistance penetration.
I find Mellok's numbers a bit draconian, especially as they pertain to to hit and DCs, but they'd certainly balance the group out.
OH! Huh...still, not quite sure why this could come into play with PCs (unless he's talking about at a later level, especially with SR), as I feel more comfortable using the rules from the rulebook.
EDIT: I'm just gonna place the edited rules on here.
Classes: All except Antipaladin, Gunslinger, Ninja, Samurai, and Summoner. All classes from Advanced Class Guide and Occult Guide, as well as the barbarian, monk, rogue and summoner from Pathfinder Unchained, are prohibited. Archetypes are prohibited unless you have my approval.
Traits: Choose 2 traits from Advanced Player’s Guide. One MUST be from the following campaign traits:
-Black Sheep
You know many of the region’s secrets and the locals already know who you are. You aren’t quite hated in town, but folk seem to think you’re a troublemaker and a bastard and not to be trusted. The town’s tougher folk respect you, but the law-abiding citizens don’t.
Benefit You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is a class skill for you. In addition, you can choose any one notorious citizen from below as an ally; depending on the person you pick, you’ll get different benefits.
Apothecarist
Everyone suspects the sweaty, shifty-eyed apothecarist sells poisons from his cluttered, acrid smelling wreck of a shop. You’re one of the few in town who know this for a fact.
Benefit You start the game with 400 gp worth of poison, and the apothecarist will continue to sell you poison as long as you don’t spread the word.
Bitter Nobleman
The noble is eager to rebuild his presence in town, and you’re one of the ones he’s selected as an agent.
Benefit Choose one of the following skills: Bluff, Sleight of Hand, or Stealth. Your work for him gives you a +1 trait bonus on that skill, and it is always a class skill for you.
-Favored Son/Daughter
You were born and raised in town or its surrounding farms. You know many of the region’s secrets, and the locals already know who you are. You are well liked in town, and you’ll have lots of friends in the region, but the town’s tougher side sees you as a snitch or a pansy.
Benefit You gain a +1 trait bonus on Knowledge (local) checks, and Knowledge (local) is always a class skill for you. In addition, you can choose any one law-abiding citizen from below as an ally; depending on the person you pick, you’ll get different benefits.
Local noble and Innkeeper
Benefit You gain an additional 10% over the amount of gp you normally would get from selling off treasure.
Town Sheriff
Benefit The benefits of being close friends with the town sheriff are extensive, and you can call in favors from him once per game session. A favor can either get you out of a legal jam, hook you up with a town guard for help, or give you a onetime +10 bonus on a Bluff, Diplomacy, or Intimidate check made against any local person.
-Outlander
You’ve recently come from somewhere else and are hoping to make your fortune here.
Choose one of the following:
Lore Seeker
The secrets of ancient fallen civilizations intrigue you, particularly magical traditions. You’ve studied magic intensely, and hope to increase that knowledge by adding lost lore. You’ve come to pursue that study, and chose this place as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope!
Benefit You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
Exile
For whatever reason, you were forced to flee your homeland. Chance or fate has brought you here, and it’s here that your money ran out, leaving you stranded in this small town. You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger.
Benefit You gain a +2 trait bonus on Initiative checks.
Missionary
You have come here to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed—what that need is, though, you’re not quite sure.
Benefit You gain a +1 trait bonus on Knowledge (religion) checks, and Knowledge (religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.
-Max Gold
-1st Level
-Max HP, after this average HP for every level increase
-Alignments: Any non-evil
-Weapons: All except firearms
-Magic Gear: Unapproved until GM gives permission to purchase
-20-point buy
-Provide with following descriptions:
-Physical: Scars, hair color/eye color, facial hair (if any), skin color, birth marks, tattoos, etc
-Personalities: Happy, anti-social, impatient, naïve, bubbly, easily tickled (i.e. is easy to make him/her laugh), etc
-Origins: If your PC is from Sandpoint, explain his/her relations with some of the NPCs. If the PC is not from Sandpoint, explain where he/she came from, why he/she left, and/or why the PC decided to come to Sandpoint.
-Likes/Dislikes: Should be simple enough.
All of these shouldn’t be in-depth, but should be more of a summary for each category.
ABSOLUTELY NO:
-God-modding
-Cheating
-Insulting/bad-talking other PCs or GM

Mellok |

And also, I'm a bit confused by what you use for Hit points (I assume they're hit points), SR (Skill Ranks?), Spell DCs, and Skills. I think I understand how to use them, but I'm confused as to why I wouldn't stick with what's in the rules is all.
To Hit means chance to hit with a weapon attack. This is only based on the best hit they can do not iteratives or situational modifiers such as charging, flanking, power attacking.
So a level 8 min maxed Human slayer could have 22 Strength, a +4 strength belt, Weapon Focus, +2 Studied target(an exception to the situational rule due to usable on every target) and +2 enhancement for a total of 8+6+2+1+2+2 for +21 on a D20 to hit. My base line would be 8+3+1 for 12 and +5 would be 17 so the slayer is 4 over what my limit would be. I would prefer then that the slayer player round out his lower stats, not point buy 20 strength to start with, and I would not have made available a +2 weapon of his type.
Conversely I would have the average encounter have an average AC of 22 so that the slayer reduced to +17max would only need a 5 to hit but someone with only +7 to hit could still hit on a 15+.
Its all really just a guideline for helping PCs from going out of control and also an acknowledgement that I will not give them a reason to NEED to have +21 to hit.
PS. SR is spell resistance penetration. This is less of an issue if you have a good mix of character types but can be important in an all caster party.

The Dragon |

What he means is that you should tell your players:
"When you make your characters, your to hit shouldn't be higher than your level+3+(level/8)+5(I.e. +12 if starting at level 4, or +19 if starting at level 10), your spell dcs shouldn't be higher than 10+spell level+(level/8)+8 (I.e. DC 19 when you can cast first level spells, or 23 when you can cast fourth level spells.) and the numbers shouldn't be smaller than those amounts -5."
The goal is to reduce the imbalance between characters. I think you should let people create whatever they want. That said, lower point buy is probably a good thing, even though they're especially harsh on martials instead of casters.
Also, if you'd take my advice, don't go for a bigger party than 4. You'll have to rework the encounters a lot for the adventure not to be too easy.

Mellok |

What he means is that you should tell your players:
....
The goal is to reduce the imbalance between characters. I think you should let people create whatever they want.
This more or less the over all intent, but to defend myself a little the lower limit is not enforced in any way. 3/4 and 1/2 bab classes need to use feats, stats, and +hit items to make up the lost ground to a full martial if their primary means of combat is hitting with a melee weapon that a Full BAB single attribute dependent melee character may not need.
Conversely a caster bard will need to minmax a bit to keep up with a wizard for DCs.

Gilarius |

Have you looked at the Rise of the Runelords forum?
It has lots of good advice already written for new GMs and many knowledgeable folks to ask specific questions about this AP.
In general, if you stick to 15 pt buy for your first time GMing, your job will be easier since you won't need to adjust the encounters as much. Conversely, 5 characters using 20pt buy will steamroll most of the AP, unless you rewrite almost all of it.
However, there are a handful of tricky encounters which can result in a TPK if the dice roll badly. See the forum for details.

![]() |

My advice:
15 point buy
Automatic Bonus Progression rules.
Read over those automatic bonus so you can adjust the items and gold drop.
Limit crafting to just scrolls and potions (classes that get them like wizard and alchemist)
This makes sure your players do not break gold or items and still should be able to survive.

KoolKobold |

To Hit means chance to hit with a weapon attack. This is only based on the best hit they can do not iteratives or situational modifiers such as charging, flanking, power attacking.
So a level 8 min maxed Human slayer could have 22 Strength, a +4 strength belt, Weapon Focus, +2 Studied target(an exception to the situational rule due to usable on every target) and +2 enhancement for a total of 8+6+2+1+2+2 for +21 on a D20 to hit. My base line would be 8+3+1 for 12 and +5 would be 17 so the slayer is 4 over what my limit would be. I would prefer then that the slayer player round out his lower stats, not point buy 20 strength to start with, and I would not have made available a +2 weapon of his type.
Conversely I would have the average encounter have an average AC of 22 so that the slayer reduced to +17max would only need a 5 to hit but someone with only +7 to hit could still hit on a 15+.
Its all really just a guideline for helping PCs from going out of control and also an acknowledgement that I will not give them a reason to NEED to have +21 to hit.
PS. SR is spell resistance penetration. This is less of an issue if you have a good mix of character types but can be important in an all caster party.
What he means is that you should tell your players:
"When you make your characters, your to hit shouldn't be higher than your level+3+(level/8)+5(I.e. +12 if starting at level 4, or +19 if starting at level 10), your spell dcs shouldn't be higher than 10+spell level+(level/8)+8 (I.e. DC 19 when you can cast first level spells, or 23 when you can cast fourth level spells.) and the numbers shouldn't be smaller than those amounts -5."
The goal is to reduce the imbalance between characters. I think you should let people create whatever they want. That said, lower point buy is probably a good thing, even though they're especially harsh on martials instead of casters.
Also, if you'd take my advice, don't go for a bigger party than 4. You'll have to rework the encounters a lot for the adventure not to be too easy.
This more or less the over all intent, but to defend myself a little the lower limit is not enforced in any way. 3/4 and 1/2 bab classes need to use feats, stats, and +hit items to make up the lost ground to a full martial if their primary means of combat is hitting with a melee weapon that a Full BAB single attribute dependent melee character may not need.
Conversely a caster bard will need to minmax a bit to keep up with a wizard for DCs.
So...basically set up limits for attack/hit bonuses, SR and DCs? I...think I can manage that...
Have you looked at the Rise of the Runelords forum?
It has lots of good advice already written for new GMs and many knowledgeable folks to ask specific questions about this AP.
In general, if you stick to 15 pt buy for your first time GMing, your job will be easier since you won't need to adjust the encounters as much. Conversely, 5 characters using 20pt buy will steamroll most of the AP, unless you rewrite almost all of it.
However, there are a handful of tricky encounters which can result in a TPK if the dice roll badly. See the forum for details.
I have not heard of them, but I'll take a look at them. Thanks!
My advice:
15 point buy
Automatic Bonus Progression rules.
Read over those automatic bonus so you can adjust the items and gold drop.
Limit crafting to just scrolls and potions (classes that get them like wizard and alchemist)
This makes sure your players do not break gold or items and still should be able to survive.
Alrighty then. Should I go with the hit/SR/DC limits that Mellok and The Dragon have mentioned?

KoolKobold |

Personally, I'd cut out the limititations, and pick a party that seems like they optimize about equally.
You'll get swarmed in applicants if you run a pbp on these forums, you'll be able to pick whatever suits you.
Alright then. Got the RotRL Anniversary Edition in the mail today, so I guess I can start recruitment tonight (or soon).
But one more thing...I'm using traits, and what I'm using is that the PCs will choose 2 traits-one of which has to be a campaign trait.
Is this a smart idea? Or should I add something else, like an another optional trait and/or drawbacks?

el cuervo |

The Dragon wrote:Personally, I'd cut out the limititations, and pick a party that seems like they optimize about equally.
You'll get swarmed in applicants if you run a pbp on these forums, you'll be able to pick whatever suits you.
Alright then. Got the RotRL Anniversary Edition in the mail today, so I guess I can start recruitment tonight (or soon).
But one more thing...I'm using traits, and what I'm using is that the PCs will choose 2 traits-one of which has to be a campaign trait.
Is this a smart idea? Or should I add something else, like an another optional trait and/or drawbacks?
Doing this is fine and is suggested in the RotRL AE book IIRC. Have your players read the free RotRL Player's Guide PDF. Also, read through the AP entirely before you start recruiting! I cannot stress this last point enough!

KoolKobold |

Doing this is fine and is suggested in the RotRL AE book IIRC. Have your players read the free RotRL Player's Guide PDF. Also, read through the AP entirely before you start recruiting! I cannot stress this last point enough!
Ah alright. And I've read the AP SEVERAL times, so I think I'm okay.
Rise of the Runelords was the first one I ever GM'd also. What helped me a lot with it was I just stuck with the Core rulebook only before branching out. It helped not having to dig through 15 books as I was learning to GM.
Ah. Well, I think I can manage this somewhat. I don't have that many books to dig through (I think mainly the Core Rulebook and MAYBE Advanced Player's Guide)