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<blockquote data-quote="billd91" data-source="post: 5173986" data-attributes="member: 3400"><p>A lot of the pages in the PF book (and in any D&D Player's Handbook) are spells that you don't need to know much about from the start. The same goes for magic items.</p><p></p><p>I'd recommend starting with some basic, low level, dungeon-based module. Start reading through it and as skills and DCs are mentioned, look up the skill and read about it. As you look over monster stat blocks, dig up the monster's entry in the Bestiary or Monster Manual and look up all of its special abilities. Jot down some notes about anything you think you may need help remembering as you do so.</p><p>Basically, focus on the stuff you'll need for that adventure first.</p><p></p><p>When your players have their PCs generated, get copies of them or borrow them and make copies. Review their powers by looking up their character classes, feats, and gear. Think about how they might interact and use those powers with the adventure once play begins.</p><p></p><p>Don't worry about or expect to have the rules all mastered before your first session. That won't happen. But let the players know that you'll be taking some extra time to look things up as necessary. Also let them know that if any disagreements come up about rule interpretations, you'd like a brief discussion leading to your decision and then move on (I'd say no more than 5-10 minutes). If there's still disagreement, you can discuss it more outside of the game session. Basically, the best way to learn something is to do it. Studying the text alone won't make you a better DM. Getting in there and DMing will even if that means some initial decisions may be a bit wonky.</p></blockquote><p></p>
[QUOTE="billd91, post: 5173986, member: 3400"] A lot of the pages in the PF book (and in any D&D Player's Handbook) are spells that you don't need to know much about from the start. The same goes for magic items. I'd recommend starting with some basic, low level, dungeon-based module. Start reading through it and as skills and DCs are mentioned, look up the skill and read about it. As you look over monster stat blocks, dig up the monster's entry in the Bestiary or Monster Manual and look up all of its special abilities. Jot down some notes about anything you think you may need help remembering as you do so. Basically, focus on the stuff you'll need for that adventure first. When your players have their PCs generated, get copies of them or borrow them and make copies. Review their powers by looking up their character classes, feats, and gear. Think about how they might interact and use those powers with the adventure once play begins. Don't worry about or expect to have the rules all mastered before your first session. That won't happen. But let the players know that you'll be taking some extra time to look things up as necessary. Also let them know that if any disagreements come up about rule interpretations, you'd like a brief discussion leading to your decision and then move on (I'd say no more than 5-10 minutes). If there's still disagreement, you can discuss it more outside of the game session. Basically, the best way to learn something is to do it. Studying the text alone won't make you a better DM. Getting in there and DMing will even if that means some initial decisions may be a bit wonky. [/QUOTE]
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