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<blockquote data-quote="zztong" data-source="post: 7755762" data-attributes="member: 6943414"><p>I played for the first time last night.</p><p></p><p>We had a mix of players who had made characters and those who had not. Those who made characters needed 2 hours to complete them using Hero Lab Online and getting advice from those who had already been through it. My first character had taken me over 2 hours to make without any assistance. One player wanted to make an Archer. They got caught in the Fighter or Ranger decision and the nuances of the Class Feats, gave up, and made a Cleric who could use a bow (Elf gave access to it, IIRC.) My personal, snarky-jerk opinion of character generation is that the steps are: 1. Create a character conception. 2. Abandon that conception. 3. Make something from the options available to you and just be happy about your Class and Race, err I mean Ancestry.</p><p></p><p>This left 2 hours to play. We got through the intro and the first two rooms. The Action Economy (I guess that's the vogue term for it) seemed to work okay. I ended up playing a Wizard. The GM had to "bot" a rogue because nobody chose to play one. Normally, nobody wants to play a Cleric.</p><p></p><p>From my perspective, I could have been playing PF1. The 1st level Wizard fired off cantrips and saved his 1st level spells in case they were needed. The DM was surprised I didn't take the Shield spell because he had played in a couple of games at GenCon and the Wizard players he had observed always cast Shield. My AC was 10, and I didn't see a point in casting Shield to make my AC an 11, though 4 points of DR would be like 4 temp hitpoints each round. I used my spare actions to just stay away from the enemy and our screening party members held.</p><p></p><p>We spent a lot of time parsing the meaning of the Heal spell variations, overcoming confusion with the rules, and trying to understand the layout. I was frustrated by the layout's use of numbers in little colored boxes. We spent five minutes trying to figure out if they always referred to "level" or if in some cases it meant something else, like the number of Spell Points it cost to use.</p><p></p><p>Folks generally forgot that "Goblins were people too" now. During the intro, NPCs said something about having found a goblin in the dungeon. A PC inquired if the NPCs had already eliminated the goblins. They were reminded there were "good goblins now." Then, in the second room, we were attacked by goblins, which we slaughtered. I figured I would be the only stodgy fellow stuck in a rut believing Gobo should remain monsters. I was surprised to see most people at the table felt the same way. They enjoyed them as lovable, entertaining, incompetent <strong>villains</strong>. The DM's young kid had made a Gobo Druid, and I wonder how he would have fit in, but he ran off to watch TV before play started.</p></blockquote><p></p>
[QUOTE="zztong, post: 7755762, member: 6943414"] I played for the first time last night. We had a mix of players who had made characters and those who had not. Those who made characters needed 2 hours to complete them using Hero Lab Online and getting advice from those who had already been through it. My first character had taken me over 2 hours to make without any assistance. One player wanted to make an Archer. They got caught in the Fighter or Ranger decision and the nuances of the Class Feats, gave up, and made a Cleric who could use a bow (Elf gave access to it, IIRC.) My personal, snarky-jerk opinion of character generation is that the steps are: 1. Create a character conception. 2. Abandon that conception. 3. Make something from the options available to you and just be happy about your Class and Race, err I mean Ancestry. This left 2 hours to play. We got through the intro and the first two rooms. The Action Economy (I guess that's the vogue term for it) seemed to work okay. I ended up playing a Wizard. The GM had to "bot" a rogue because nobody chose to play one. Normally, nobody wants to play a Cleric. From my perspective, I could have been playing PF1. The 1st level Wizard fired off cantrips and saved his 1st level spells in case they were needed. The DM was surprised I didn't take the Shield spell because he had played in a couple of games at GenCon and the Wizard players he had observed always cast Shield. My AC was 10, and I didn't see a point in casting Shield to make my AC an 11, though 4 points of DR would be like 4 temp hitpoints each round. I used my spare actions to just stay away from the enemy and our screening party members held. We spent a lot of time parsing the meaning of the Heal spell variations, overcoming confusion with the rules, and trying to understand the layout. I was frustrated by the layout's use of numbers in little colored boxes. We spent five minutes trying to figure out if they always referred to "level" or if in some cases it meant something else, like the number of Spell Points it cost to use. Folks generally forgot that "Goblins were people too" now. During the intro, NPCs said something about having found a goblin in the dungeon. A PC inquired if the NPCs had already eliminated the goblins. They were reminded there were "good goblins now." Then, in the second room, we were attacked by goblins, which we slaughtered. I figured I would be the only stodgy fellow stuck in a rut believing Gobo should remain monsters. I was surprised to see most people at the table felt the same way. They enjoyed them as lovable, entertaining, incompetent [B]villains[/B]. The DM's young kid had made a Gobo Druid, and I wonder how he would have fit in, but he ran off to watch TV before play started. [/QUOTE]
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