| Harles |
Harles wrote:I'm likely going to be trying PF2 again. I've had two games with other groups that didn't go great. This time we're doing Beginner Box on Foundry. Any tips to do a better game this time around?What went wrong the other two times?
Keeping in mind these were other groups of players.
Group 1 - Age of Ashes - kept killing off the characters. I think it was a combination of me (as the GM) not understanding the rules completely and the expectations of play; a difficult AP; and the players being used to systems that reward everyone going for their own glory instead of using teamwork.Group 2 - Abomination Vaults - the group got bored with no personal stakes in the dungeon and most of the encounters seemed the upper limit of what they could handle (if they could handle it at all).
I think in both cases I got overwhelmed with how the keywords interacted with each other - for example, having to remember that incapacitation effects function as one degree of success lower if they target an opponent twice the level of the creature using the incapacitation ability. Or when to apply the multi-attack penalty.
| HumbleGamer |
NECR0G1ANT wrote:I suggest handing out Hero Points to everyone once per hour, not just to one player.Because our games usually run at just two hours online or so due to our schedules, would you still give them out at that rate?
It's within the CRB rather than a personal opinion
In a typical game, you’ll hand out about 1 Hero Point during each hour of play after the first (for example, 3 extra points in a 4-hour session). If you want a more over-the-top game, or if your group is up against incredible odds and showing immense bravery, you might give them out at a faster rate, like 1 every 30 minutes (6 over a 4-hour session). Try to ensure each PC has opportunities to earn Hero Points, and avoid granting all of the Hero Points to a single character.
If you think that hero points may be a nice addition to the beginner box, go for it. Given the DM stomping in the first AoA book, I suggest you try to handle them and see how it works out.
The Raven Black
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Note that you do not have to remember all the rules beforehand. You can just check them when they appear. After a while, you will know them by heart ;-)
Since you have short sessions, it might be better to check beforehand which special rules are likely to appear in the session based on the information you have. And if it comes from the players, they should be the ones who know the rules they use.
| cavernshark |
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Group 2 - Abomination Vaults - the group got bored with no personal stakes in the dungeon and most of the encounters seemed the upper limit of what they could handle (if they could handle it at all).
A bit of a shame because the AP is really well done overall. If you can get them enjoying the Beginner's Box I'd recommend trying this one again (maybe even starting them at a higher level out of the BBox) since they should have more of a relationship with Otari.
| Harles |
Harles wrote:Group 2 - Abomination Vaults - the group got bored with no personal stakes in the dungeon and most of the encounters seemed the upper limit of what they could handle (if they could handle it at all).A bit of a shame because the AP is really well done overall. If you can get them enjoying the Beginner's Box I'd recommend trying this one again (maybe even starting them at a higher level out of the BBox) since they should have more of a relationship with Otari.
Yeah, AV might be a hit with another group (as its popularity with other players shows). I'm sure I could run it better than I did before, knowing the pitfalls I ran into.
Certainly, incorporating more adventures in Otari would change up the pace.