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<blockquote data-quote="Li Shenron" data-source="post: 3635040" data-attributes="member: 1465"><p>Assuming that YOU know the rules...</p><p></p><p>Just don't tell them anything until they need to use it.</p><p></p><p>0) START THE GAME AT 1ST LEVEL</p><p></p><p>1) Tell what are the classes and races, and toss a couple of sentences about them in general terms such as:</p><p></p><p>CLERIC: </p><p>"You're an adventuring priest-agent of a certain religion. </p><p>You're moderately decent at fighting, particularly focused on defense. </p><p>You can cast spells, most of which are good for healing, protecting and empowering your allies. </p><p>In a group of adventurers your most likely role is to support others healing and beneficial spells, and some supplementary melee fighting."</p><p></p><p>ELF:</p><p>"You're a member of an old race, famous for wizardry, archery and strong ties with nature.</p><p>Compared to a human, you're probably more graceful but more frail."</p><p></p><p>Let players choose class/race based on flavor + the general role they are going to occupy in the group. No multiclassing.</p><p></p><p>2) Roll for abilities without explaining all their uses. Help them choose the most typical abilities for their class, unless they purposefully tell you "I want to be a smart fighter / strong wizard..."</p><p></p><p>3) Skills: you choose all skills for the characters, after asking players what they want their characters to be good at (beside combat). Favor passive skills. Always put max ranks in them. Don't explain how to use them until they have to.</p><p></p><p>4) Feats: choose 3-4 simple feats for each character and let the player pick one. Select passive feats that make sense with the character (e.g. Rogue = Improved Initiative / Great fortitude / Toughness)</p><p></p><p>5) Let them say what weapon they want (just for the image): sword/axe/club and two-handed/one-handed, then give them the best choice in the category.</p><p></p><p>6) Spells: suggest a *small* list of most famous spells for them to learn/prepare.</p><p></p><p>7) Don't explain combat until it starts. </p><p>Then explain the initiative, and make them roll for it. </p><p>After that tell them shortly what they can usually do on their turn = 1 attack/spell + 1 move.</p><p>Don't bother explaining special attack moves (disarm, grapple, etc.): after a while some player will ask you if he can do one of them, and only then you explain how.</p><p>Don't bother explaining delay/ready until a player brings the topic up.</p><p>Don't explain AoOs until someone wants to do something that would provoke one.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 3635040, member: 1465"] Assuming that YOU know the rules... Just don't tell them anything until they need to use it. 0) START THE GAME AT 1ST LEVEL 1) Tell what are the classes and races, and toss a couple of sentences about them in general terms such as: CLERIC: "You're an adventuring priest-agent of a certain religion. You're moderately decent at fighting, particularly focused on defense. You can cast spells, most of which are good for healing, protecting and empowering your allies. In a group of adventurers your most likely role is to support others healing and beneficial spells, and some supplementary melee fighting." ELF: "You're a member of an old race, famous for wizardry, archery and strong ties with nature. Compared to a human, you're probably more graceful but more frail." Let players choose class/race based on flavor + the general role they are going to occupy in the group. No multiclassing. 2) Roll for abilities without explaining all their uses. Help them choose the most typical abilities for their class, unless they purposefully tell you "I want to be a smart fighter / strong wizard..." 3) Skills: you choose all skills for the characters, after asking players what they want their characters to be good at (beside combat). Favor passive skills. Always put max ranks in them. Don't explain how to use them until they have to. 4) Feats: choose 3-4 simple feats for each character and let the player pick one. Select passive feats that make sense with the character (e.g. Rogue = Improved Initiative / Great fortitude / Toughness) 5) Let them say what weapon they want (just for the image): sword/axe/club and two-handed/one-handed, then give them the best choice in the category. 6) Spells: suggest a *small* list of most famous spells for them to learn/prepare. 7) Don't explain combat until it starts. Then explain the initiative, and make them roll for it. After that tell them shortly what they can usually do on their turn = 1 attack/spell + 1 move. Don't bother explaining special attack moves (disarm, grapple, etc.): after a while some player will ask you if he can do one of them, and only then you explain how. Don't bother explaining delay/ready until a player brings the topic up. Don't explain AoOs until someone wants to do something that would provoke one. [/QUOTE]
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