My first gaming session 2nd edition


Pathfinder Second Edition General Discussion


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I just ran my first 2nd edition game on Saturday. I ran the Hellknight Hill adventure path. These are my impressions from running the game.

First and most importantly it felt like Pathfinder. Everyone seamlessly used the three action system and everyone was effective in what they were trying to do barring a bad roll. As a group we had played PF1 many times in the past with the exception of my daughter (age 13) who was enjoying her first ttrpg game ever and she had a blast.

There were 6 PCs and I found the rules for editing encounters fairly easy to work with. Before the session I had gone through the first 2 sections and added monsters or made a monster elite as I felt necessary and it didn't take too much time. There ware times when I had to consult rules since we are not familiar with every class feature or spell but in general it didn't take too long and I assume as we become more familiar with the system that will improve.

Our party make up is caster heavy. The only pure melee is the barbarian. Otherwise we have 2 sorcerers (dragon and imperial), a cloister cleric of Pharasma, a melee focused animal druid with a wolf companion and a bard with a whip. Only the barbarian took damage and between the druid's medicine and the cleric's healing she had no issue staying alive. My imperial sorcerer player loved the 3 action magic missile and my dragon sorcerer player (my daughter) crit on her first casting of electric arc on both targets (bad reflex saves with a natural 2 and 3 respectively). My bard player today told me that this was how a game should be run and that he had a good time.

TLDR: We had a good time. Can't wait for our next session.


Awesome. Good to hear you had such a good time :)


Pathfinder Lost Omens, Rulebook Subscriber

How different did the sorcs feel to each other?


Looking forward to more posts like this. Glad to hear!


I would be interested in knowing how much you got to improvise as the GM?

Because my first session (as a player) was approximately 50% rules discussion about how stealth, initiative, senses (scent) or recall knowledge work and if acid arrow actually does area splash damage or not (just the most prominent examples).

Kinda killed some of the thrills I had for this edition.

Scarab Sages

Awesome!! How are you liking Hellknight AP so far? Also I find as a DM with such a large party they have a ton of skill overlap did you have a similar issue? But I am super glad you had fun and enjoying 2e.


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Pathfinder Adventure, Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook Subscriber

DMing with 6 players (especially if some of them are new) is always a challenge - sharing spotlight time, making sure everyone has something to contribute and has a rewarding gaming experience.

I'm curious what sorts of DM direction you did - calling out for Recall Knowledge checks? Doing secret checks behind a screen? Keeping a log of all the characters perception and stealth DCs? Things like that.

I posted my first session here a little over a week ago. Once we get more of these DM feedback tales, we should centralize them somewhere.


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Malk_Content wrote:
How different did the sorcs feel to each other?

Both are very different characters. The imperial sorcerer is an iron gut goblin who is very much looking to dab in alchemical crafting and really only took imperial because he wanted to be an arcane caster and hates preparing spells. My dragon sorcerer is an elf who is very much in tune with her dragon bloodline. She wants to grow wings and claws, but as there has only been 2 combat encounters to far neither of them have used a spell point yet.

Hellknight Hill Spoiler

Spoiler:

In the first encounter my dragon sorcerer, who loves to dance and entertain people and did so at the tavern before the meeting in the town hall, helped people (her fans) leave the hall and never was able to cast a spell. The second combat encounter was against 3 graveshells and this is where she crit on 2 of them with electric arc.

My imperial sorcerer played much more like a normal arcane caster. He cast magic missile twice in the first encounter to help take out the 2 fire mephits and back up the barbarian. He used produce flame in the second encounter.

As both are arcane casters they obviously had overlap but, as it was my daughter's first character for a game, I didn't want to ask her to pick something else and I told my other more experienced player mt daughter chose sorcerer but he loves sorcerers. Both had fun and are very different personality wise at the very least.


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Ubertron_X wrote:

I would be interested in knowing how much you got to improvise as the GM?

Because my first session (as a player) was approximately 50% rules discussion about how stealth, initiative, senses (scent) or recall knowledge work and if acid arrow actually does area splash damage or not (just the most prominent examples).

Kinda killed some of the thrills I had for this edition.

We had no rules discussion. I've spent more time than my players reading the rules and I'm sure I didn't run everything 100% right, but I don't try to actively hurt the fun of my players. If they want to do something I try to let them do it if it makes sense.

Hellknight Hill spoiler

Spoiler:

My bard was trying to find a better way for people to leave the hall during the fire. Because he rolled above a 20 on intimidate I let him bully 5 people out instead of the normal 2 as they were all sitting together as a family. It wasn't in the rules but it was fun.

I think in the first few sessions some of the minutia of who some things work will slow things down. I had to look up if rage gave an attack bonus or how sudden charge worked(my barbarian isn't very experienced as a player) just to refresh my memory. I had to look up if produce flame was ranged now (it is).


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jquest716 wrote:
Awesome!! How are you liking Hellknight AP so far? Also I find as a DM with such a large party they have a ton of skill overlap did you have a similar issue? But I am super glad you had fun and enjoying 2e.

So far I'm enjoying it. I chose to run the AP instead of a homebrew because I just don't have the time to write my own story. My players had no issue fitting into the setting and I think each had their moments. There haven't been too many skills being used yet. My dragon sorcerer and bard players teamed up to entertain the crowd at the tavern before the call of heroes and my druid player failed badly on both chances to identify the monsters they were fighting but succeeded on befriending a couple of animals. My cleric player was able to successful "entertain" (unintentionally creep out/scare) some children with stories about Pharasma.


Wheldrake wrote:

DMing with 6 players (especially if some of them are new) is always a challenge - sharing spotlight time, making sure everyone has something to contribute and has a rewarding gaming experience.

I'm curious what sorts of DM direction you did - calling out for Recall Knowledge checks? Doing secret checks behind a screen? Keeping a log of all the characters perception and stealth DCs? Things like that.

I posted my first session here a little over a week ago. Once we get more of these DM feedback tales, we should centralize them somewhere.

My players like to roll so I let them all roll their own initiative and skill checks. No one has used stealth yet and I believe the bard is the only one trained in it. Besides it isn't like a person irl doesn't know if they failed at stealth right away. Usually if you failed you get caught and attacked by monsters. I've yet to have a creature use stealth yet to sneak or hide.

I think the biggest problem with a larger group is keeping everyone on track and putting tangent conversations on hold. A couple of times I did have to tell my over-excited daughter that it wasn't her turn but she waited patiently each time and because of this she was a big help in keeping the game moving in between the first and second sections of the AP. In combat I found people didn't take long for their turns.

Anyway I'm sure I made mistakes here and there and I'm sure as I play I'll learn more, but my players are not rules lawyers (haha it seems I am the closest to that in the group) and they had a good time.


Dragorine wrote:

We had no rules discussion. I've spent more time than my players reading the rules and I'm sure I didn't run everything 100% right, but I don't try to actively hurt the fun of my players. If they want to do something I try to let them do it if it makes sense.

I think in the first few sessions some of the minutia of who some things work will slow things down. I had to look up if rage gave an attack bonus or how sudden charge worked(my barbarian isn't very experienced as a player) just to refresh my memory. I had to look up if produce flame was ranged now (it is).

Thanks for answering and nice to hear that you and your group are having a blast. I guess because my group is also heavily playing complex board games we are a little prone to trying to play overly correct instead of just rolling with the flow of the game. Nonetheless keep up the the steam!

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