Pathfinder 1E Halp.

HaiBarbie

First Post
I'm 2 games into a fresh new campaign my friends and I just started. Our GM has bailed, and was the only person who had real gaming experience.

**UPDATE** I have become our first GM substitute. The first game might be this weekend. I am so nervous. Im writing a story catered to the strengths and weaknesses of my pcs.

What aspects of a good adventure are your favorite and what should i definitely include? I sort of want to add a team building puzzle solving exercise but im not sure how to implement it in a way that allows for extra players to join and feel included.


What other things should a super noob like me not forget? Im super freaking nervous. Failure is not an option, resistance is futile. Please halp meh.
 
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KahlessNestor

Adventurer
Don't sweat it so much. Study up what you can. If something comes up that you don't know the rule, make it up and keep moving. Jot down a note to look it up later.

Turn order is done via initiative, nothing too complicated :)

Most important, relax, have fun.

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HaiBarbie

First Post
Thanks so much for responding! Is there a level chart that shows the breakdown of xp into classes? how do i know im awarding levels appropriately? my last GM just gave us a level after each play....was that right?
 


Thanks so much for responding! Is there a level chart that shows the breakdown of xp into classes? how do i know im awarding levels appropriately? my last GM just gave us a level after each play....was that right?
That's not the worst way to do it. Some GMs give it out a level at the end of every session, or every other session. Some give out a level whenever you complete a major quest, which might take four or ten sessions. It's not really that important, as long as everyone is having fun.

The big problem with Pathfinder, when it comes to gaining levels, is that characters can get complicated very quickly. Every level gives you more class features, every other level gives you access to a higher spell level, and every third level gives you another feat. If you're new to the game, it might be easier to just stay at level 3 or 4 for a while, so you can focus on learning the basic rules.
 


HaiBarbie

First Post
insightful. Since posting this, I've read the core rule book, advanced players guide, ultimate combat book, the game masters guide and thumbed through bestiary. I have been up all night o_O

http://www.d20pfsrd.com/classes/character-advancement/

http://www.d20srd.org/extras/d20encountercalculator/

I planned on using the chart on the first link and the calculator on the 2nd but the books have tables that break down CR, XP, and GP for each successful k.o. but they also mention speed.... no where does it describe what these columns are for. Am I to assume its for House rules, how quickly you earn your xp? or is it for how easily the foe was defeated?.... or is it simply match the pc speed to the chart and apply the corresponding xp?.... Sorry if these are stupid questions im totally new at this.
 

KahlessNestor

Adventurer
insightful. Since posting this, I've read the core rule book, advanced players guide, ultimate combat book, the game masters guide and thumbed through bestiary. I have been up all night o_O

http://www.d20pfsrd.com/classes/character-advancement/

http://www.d20srd.org/extras/d20encountercalculator/

I planned on using the chart on the first link and the calculator on the 2nd but the books have tables that break down CR, XP, and GP for each successful k.o. but they also mention speed.... no where does it describe what these columns are for. Am I to assume its for House rules, how quickly you earn your xp? or is it for how easily the foe was defeated?.... or is it simply match the pc speed to the chart and apply the corresponding xp?.... Sorry if these are stupid questions im totally new at this.
The speed is for how fast you want your players to advance. How often do you want them to level. Less XP needed for each level on the fast track; more needed on the slow track.

XP per encounter is the total XP value of the creatures, traps, and other challenges involved in the encounter divided by the number of characters (including allied NPCs that may have helped).

Sent from my SM-G900P using EN World mobile app
 

Dire Bare

Legend
Having players alternate the role of DM is awesome, as it allows everybody to share the heavier workload of running adventures and give every one a chance to try out the different roles in the game. However, it is really common for players to feel too intimidated to take on the responsibility to DM, or just simply not be interested. Pressuring someone who isn't ready or doesn't want to DM isn't wise, but always encourage your friends to give it a try. A good way for somebody who is always the DM to encourage other players to take on the mantle is to first ask players to take on some of the responsibility while you DM. Have them run some NPCs, even some major villains or monsters. Have them create an organization or some other contribution to the fantasy world. The more you get them used to being involved in created the setting and story, the more likely they will lose discomfort in taking over the DM's chair at some point.

If the DM is inexperienced, nervous, etc . . . that's okay! Even if the players are experienced. The whole point is to relax and have fun, and if somebody "screws" up the job of DM, then everybody should just laugh and move on. Giving yourself and your friends a license to screw up and not be the most amazing DM ever is important! The worst games I've been involved in is when the players took the game too seriously and got upset and angry when somebody, player or DM, "screwed" up. The best experiences I have had is with relaxed and laid back groups who never forgot that D&D was just an excuse/tool to hang out with friends and have fun, not the ends itself.
 

KahlessNestor

Adventurer
I would recommend for your first several times limiting your game to Core rules only (only use the Core book and Bestiary 1). It will make things much easier to run without having to worry about learning this special rule from that splat book that you probably don't even have. As you get more experienced, you can expand or add other sources, if you like.
 

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