|Douglas Muir 406|
Running it this Sunday for a group of five. NONE of us have played 2e before. I, and one other, have read the core rulebook. We're all experienced gamers who are very familiar with 1e and with D&D 5th.
1) What should we know before starting to play? What surprises should we expect, what should we keep in mind, what's really different?
2) Is there a short-short scenario that's suitable for a single session that could serve as an introduction? (I've seen the PFS Scenario "The Mosquito Witch", and it looks good, but maybe not for a first time -- it's mostly talk and social stuff.)
-- Also, do I understand correctly that odd-numbered ability scores under 19 no longer exist? NBD, just wondering if I'm missing something.
What surprises should we expect, what should we keep in mind, what's really different?
It'd probably be helpful (at least for those who've read CRB2) to read this thread on PF2's surprises.
Also, do I understand correctly that odd-numbered ability scores under 19 no longer exist? NBD, just wondering if I'm missing something.
Not for PCs, anyway. The forthcoming GMG may have some use for them for NPCs for all we know (but I'd guess not).
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The Mosquito Witch is a great "intro to PF2" scenario - there's some social and some combat, the fights aren't super complicated, you can get the feel of the ruleset without having to wrestle with funky environmental effects or monsters with lots of spellcasting or whatanot. Highly recommended, ran it once already, will do again tomorrow :)
Oddly-numbered ability scores exist, but not at level 1 - at later levels you get to bump your ability scores, if they're below 18 you bump them by 2 points, if they're at 18 or higher you bump them by one point at a time, so odd numbers are possible.
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Keep in mind the standard DCs for tasks from pages 503-504:
Untrained = DC 10
Trained = DC 15
Difficult/ Very difficult = +2/+5
Easy /Very easy = -2/-5
Page 503 also has level-based DCs.
Regarding secret rolls: I still have players make most rolls themselves, even if it's supposed to be a secret roll, unless I think it's really crucial that they not have any idea how well they did. In one session, even then I had the player roll, but I "caught" their die under a cup and then peeked to know how well they'd scored, but kept the die available so they could see the result after the fact. That was kind of fun & unique.