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Old 29th June 2009, 08:23 AM   #2 (permalink)
Particle_Man
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Particle_Man Goblin Sharpshooter (Lvl 2)
1) The Explorer's Edition is the Core rules. They are the most up to date version of them.

2) From the pinnacle web site, get the "Combat Survival Guide" one page pdf and print out copies for yourself and each of your players. It gives vital tips on how to hit the opponents, and how to hurt the opponents once you hit them.

3) The arcane background based powers are bland until you or the players add "Trappings" to them. Make this happen. Don't just say "Bolt power" say "Stream of Unholy Acid" or something like that.

3b) When players make characters, they should be aware of what equipment they want to buy and carry, as well as what edges they want to have, first. This is because monetary and encumbrance limits can be harsh (and they might be slightly mitigated with a high strength and/or some appropriate cash edges and/or just getting extra money with "hindrance points") and because some edges have prerequisites (usually having some attributes or skills at a certain level). This will guide what attributes the character needs to get, what skills the character needs to get, what (other) edges the character needs to get, and how many hindrances the character needs to get.

In addition, buying up attributes can make it cheaper to get skills as they cost 2 for 1 when they go above their governing attribute. Similarly, it is cheaper to have a skill bought at chargen than to buy it at d4 later on.

Note that while background edges tend to be bought at chargen early, a convincing story and a convinced GM can allow them to be taken later. So you might want to make it clear to players how easy it will be to sell you on taking edges later, so they know in advance whether to buy it at chargen or whether they can wait and get it later. This of course might vary by background edge.

3c) I have heard that it is possible to build a "persuasion/contacts" charisma-monster, so you might want to watch out for that.
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