How to help new players get into the swing of things?


Advice


At my table (I'm the DM), I've got two players who are new to pathfinder.

What's some good ways to help them get to know, and use their classes?

I was thinking some metagame challenges.

1) Cast three spells this session, and you get a hero point.

2) Use a new combat move (bullrush, withdraw etc...) and you'll get bonus XP.

3) Use a class ability at the perfect time, and your weapon will get +1


Are you only playing with these people or do you have a mixed group of newbies and more experienced individuals? Are they joining an established campaign or starting something new? I've had new players who are willing to read every Pathfinder book before playing and some who don't want to read if they can help it, where do they fall on the spectrum of "teach themselves" versus "requires teaching"?

General advice I would give is start at level 1 (or low level) and let them gain experience with the basic mechanics through play. If you have a group that meets regularly, play a consistent game and encourage them to play a class in the Tier 3 or 4 range that will get more complex over time without requiring the system mastery of something like a full 9 level spellcaster.

If you can start a new campaign and have them play something like a Paladin or Ranger, they will pick it up just fine as they go and get a good introduction the majority of mechanics through play.


I only have one little tidbit of advice: don't tell 'em what they're supposed to be doing. Just comment on what they did do, but let them play their own characters.


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Show, don't tell.

If you want your players to get a better feel for the utility of certain spells, have an opponent hit them with it. If you want them to see how to use trip, or anything else, have the bad guys do it.

You don't need any special reward, the reward for the players is seeing the increased complexity of the game and facing more diverse challenges. Those tactics that are effective (and sometimes even those that fail, but show the potential) will become part of their own tactics for dealing with things.


2 players have a few years experience, 2 are new. They all started at level 5, and this Tuesday is session 3.

Lead by example is a good one. I'll seek out enemies with game rules I want the n00bs to use themselves.

RPG Superstar 2012 Top 32

What is the party make-up?

Teach by doing and showing.

Make NPCs that use combat maneuvers. Maybe have one wait until a PC uses up its AoO to show a fun way to use CMB w/o provoking AoOs.

Make NPCs that use spells.

Use terrain and combat situations that encourage inventive tactics.


SmiloDan wrote:

What is the party make-up?

Use terrain and combat situations that encourage inventive tactics.

Terrain is something I've neglected to use! I can use that to encourage ranged and spellwork!


I would recommend starting at level 1 and working up the characters from an initial build.

If they are overwhelmed by the weapons, feats, and spell selections for building characters, I recommend the Strategy Guide hardback. It's a nice icebreaker for anyone using just the CRB.

It has recommended builds in terms of a couple of paths for each class.
Skill Selections
Feats
Spells
Class Features
Equipment

If they are bogged down in combat from all the various situational modifiers, you may want to consider Hero Lab so you can activate and deactivate all those various options (flanking, Power Attack, Bless/Inspire Courage, etc.)


JoeElf wrote:

I would recommend starting at level 1 and working up the characters from an initial build.

This. Unless you told your players you were in a level 5 campaign and they approached you with level 5 character sheets they made themselves without help, I would highly encourage starting at level 1. It really helps to avoid being overwhelmed as a new player.

Dark Archive

I'd say let them pick a class by flavor, first. After a combat turn when they did something kind of objectively bad, present an alternative in a way that is hopefully easy to understand.
If it's not working, have the party fight an NPC that uses the aforementioned abilities effectively and let the PC know partway through the fight "Hey, thus guy is a(your chosen class; you can do all this stuff)

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