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<blockquote data-quote="Derfmancher" data-source="post: 5939146" data-attributes="member: 6690605"><p>Each class is better at some things than others. The key in my experience is to use a variety of enemies in each encounter, some to each characters strength. On their own, and out of the gate it is very difficult for them to "break" the game.</p><p></p><p></p><p>Preparation is what you want it to be. I just handed over running a weekly PF game, and he and I talked about this. I would draw each dungeon and decide the creatures and loot in advance, he would do it on the fly. By comparison he creates the story in advance, and I use the players actions on the fly. Basically, do what makes you happy and you are comforted.</p><p></p><p></p><p>Have each player learn their own class before playing it. And then you need to learn it as well. Have any wizards play a unilateralist before another type, and be firm on any house rules about classes that you make. For instance I ran an adventure without gunpowder, and one of my players really loved playing a gunslinger. He had to choose something else or risk always being out of ammo <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p>They need to know what they want to be when they start out. Sword and board? Make sure to take the right feats. Rouge TWF? Make sure they get their sneak attack damage. Another way to do this is to have some enemies that are immune to magic, or elemental types that the casters favor using.</p></blockquote><p></p>
[QUOTE="Derfmancher, post: 5939146, member: 6690605"] Each class is better at some things than others. The key in my experience is to use a variety of enemies in each encounter, some to each characters strength. On their own, and out of the gate it is very difficult for them to "break" the game. Preparation is what you want it to be. I just handed over running a weekly PF game, and he and I talked about this. I would draw each dungeon and decide the creatures and loot in advance, he would do it on the fly. By comparison he creates the story in advance, and I use the players actions on the fly. Basically, do what makes you happy and you are comforted. Have each player learn their own class before playing it. And then you need to learn it as well. Have any wizards play a unilateralist before another type, and be firm on any house rules about classes that you make. For instance I ran an adventure without gunpowder, and one of my players really loved playing a gunslinger. He had to choose something else or risk always being out of ammo :D They need to know what they want to be when they start out. Sword and board? Make sure to take the right feats. Rouge TWF? Make sure they get their sneak attack damage. Another way to do this is to have some enemies that are immune to magic, or elemental types that the casters favor using. [/QUOTE]
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