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<blockquote data-quote="Razjah" data-source="post: 6022750" data-attributes="member: 98806"><p>I think 3.5/Pathfinder E6 would work pretty well. The veterans can have fun with feat intensive build while New players need to learn a lot less and many "trap" feats can still be decent and if the game goes long enough they get enough feats to overcome one poor choice. </p><p></p><p>Eberron is a pretty nice starting setting. The common magic would allow potions and wands to help cover bases for the party such as healing after combat. If you keep if E6, a wand of cure light goes a long way with d8 healing. </p><p></p><p>I think having expeditions into Xendrik would work well for a smaller party (more loot for each pc). "Fantasy Indiana Jones" should give new players a decent idea of what is going on for levels 1-2. After that you can introduce them to Sharn for a "Fantasy Metropolis with skyscrapers" for some intrigue (a murder mystery perhaps? or have some cultists attack them). Once that mystery is solved they could be levels 3-4 which would let you send them into the Mournland for the "World's Largest Open Air Dungeon" here they can encounter horror elements and Things Man Was Not Meant to Know. After that they can deal with the Lord of Dust (same area, but this time some helpful NPC can help them get there) and fight (probably not kill) one of Eberron's biggest baddies. I think that would work really well for introducing a new player. </p><p></p><p>Oh, for the above I assume new to all RPGs so these adventures mix genres to show the possibilities of RPGs and not get a new player super involved in any one style before finding what he or she likes.</p></blockquote><p></p>
[QUOTE="Razjah, post: 6022750, member: 98806"] I think 3.5/Pathfinder E6 would work pretty well. The veterans can have fun with feat intensive build while New players need to learn a lot less and many "trap" feats can still be decent and if the game goes long enough they get enough feats to overcome one poor choice. Eberron is a pretty nice starting setting. The common magic would allow potions and wands to help cover bases for the party such as healing after combat. If you keep if E6, a wand of cure light goes a long way with d8 healing. I think having expeditions into Xendrik would work well for a smaller party (more loot for each pc). "Fantasy Indiana Jones" should give new players a decent idea of what is going on for levels 1-2. After that you can introduce them to Sharn for a "Fantasy Metropolis with skyscrapers" for some intrigue (a murder mystery perhaps? or have some cultists attack them). Once that mystery is solved they could be levels 3-4 which would let you send them into the Mournland for the "World's Largest Open Air Dungeon" here they can encounter horror elements and Things Man Was Not Meant to Know. After that they can deal with the Lord of Dust (same area, but this time some helpful NPC can help them get there) and fight (probably not kill) one of Eberron's biggest baddies. I think that would work really well for introducing a new player. Oh, for the above I assume new to all RPGs so these adventures mix genres to show the possibilities of RPGs and not get a new player super involved in any one style before finding what he or she likes. [/QUOTE]
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