I need PnP DM-ing advice!
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I've started to run PnP sessions for my friends, we are all completely starters, and I could use some advice on how to approach things. Here is my previos answer from another topic, one it didn't quite fit.
I've realized it isn't the best place for the discussion there, so I started a new topic to get some help. (viewtopic.php?t=157734)We started to learn the rules of fighting, and drama has finally started, leaving some characters feel annoyed by being helpless, others power-hungry, so I managed to give them some motivation.
I still was a bit slow, but not to the extent of ruining the joy of the game.We have a runaway villain, a mystic one, their relations unknown. We have a girl to save. We also have characters, wow.
Now, I need some advice.
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There are tons of rules in the books, but we can only learn some of them. We'll definitely need to know how AC relates to AB, and there are some other basic things, like how certain skills work, but what rule would you bother to present your starter roleplaying group?
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How to build combat encounters appropriate for my group? Any secrets advice here?
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Any ideas on (non-combat) "encounters" or situations to make the party cooperate?
Next part of the series will take place in a country in revolutionary state trying to find a lost person. But there will be other locations later, so any ideas about cooperation are very much welcome. -
The adventure will take place in a complicated and swiftly changing political climate. I want to track how certain factions, or rather NPCs representing those factions like the PCs. How to do this? I guess I'd prefer to represent their opinion with numbers ("reputation") rather then text.
Is there a smart table already invented for this? Should I track every PC separately? -
We have no healers. How to solve this? Is this a problem at all? I just drop dozens of healing potions and wands and I'm good to go?
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1. Pathfinder is very similar but somewhat cleaner than 3.5 ed. rule-wise. You'll need to study the rules well as a DM, but your players only need to know basics of what their characters can do to be fully functional.
If I was to choose one thing, I'd go with combat rules (movement, actions, structure, etc.). You can safely disregard some rules in rp encounters, but when players are fighting, they tend to get very anal if they fail because they didn't know this or that rule. So you'll want everyone to know the ropes in combat to avoid angst.
2. Every monster has a challenge rating. If monster's challenge rating is equal to group's level, it means he will be a fair challenge for them. Of course you'd want stronger monsters to have fun. When players know they can't die it's too boring.
Tip for bigger battles: If you double the number of monsters, encounter's challenge rating is effectively increased by 2.
3. It's nice to present players with challenges that will let their character shine. What classes/races are they?
4. It would be easier if every faction had a general reaction to PCs, while several special npcs in those factions had personal opinions. Don't bother with numbers here, it will only consume time. Rather use common sense.
5. It can be a problem if you want it to be. >:@
Don't drop excessive healing on them. Don't babysit your players.
Lack of healers can be a plot enhancer in itself. I once DM'd in such a group and characters had to go to great lengths to heal drains and remove curses. Like performing some tasks for the local witch-doctor or striking dubious deals with an evil deity's priest. -
How to build combat encounters appropriate for my group? Any secrets advice here?
Unless they're level 20+ there's no such thing, since dice will account for vastly more than any of their input anyway. d20 is a terrible system.
Any ideas on (non-combat) "encounters" or situations to make the party cooperate? […] We have no healers. How to solve this? Is this a problem at all? I just drop dozens of healing potions and wands and I'm good to go?
A mysterious "guide" comes along, trained with salves and medicines, tries to gain their trust by healing them along the way, then eventually drugs/poisons them?
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On Combat
1. There is ARMOR CLASS or AC. This is how difficult it is for you to be hit. The higher the number the better.
2. There is ATTACK BONUS. This measures how accurate you are at hitting others. The higher the number the better.
3. The Attacker rolls a d20 dice to simulate all the variables of combat, and adds his ATTACK BONUS. If it is equal to or larger than the AC, he hits. Roll damage.On Skills
1. Everybody has different skills. Some people are good at riding horses, some people study history. Your Ranks in a Skill is modified by your attributes, giving you a Skill Bonus. An intelligent man is better at studies. A dexterous man is better at picking locks.
2. The Difficulty Class or DC is how hard it is to perform an action. Singing at a dive bar is DC 10. Singing at a middle-class tavern is DC 15. Singing at an opera is DC 20. Singing for a Royal Performance is DC 20. Roll d20 to simulate the variables of the action, and add your total Skill Ranks + Skill Bonus. If you meet the DC, you perform the action successfully. If you exceed by 5, you give an excellent performance. If you exceed by 10, you gave an amazing performance. Etc.On Reputation
1. Many actions that take place has political consequences. Raiding a Clan Zor encampment gives you +5 Relation with the City Watch, +5 Relation to the King's Council, -15 Relation with Clan Zor, and -5 relation with all Clans. Clan Bor is Clan Zor's Enemy, +10 Relation.
2. You need to speak to a member of the King's Council. Your current relation is 5. The DC of getting to speak to that council member is 15. Speak to the Clerk and try and convince him to let you speak to the Council. Roll a Diplomacy Check DC 15. Add 5 to your diplomacy check due to your current relation with the King's Council.
3. If a particular player does something that sets him apart from the rest of the group, like killing the Clan Zor Chieftain in single combat, give him Champion status that elevates him +10 Relation to X, -10 Relation to Y.On Cooperation
1. Create scenarios that sometimes require each member of the team to cooperate. A Door that requires lockpicking, but it is also stuck, requiring a massive strength check.
2. Have enemies at a distance shooting with bows and close up in melee. Force your party to deal with them as a team.On No Clerics
1. Explain to the party that because there are no healers, they need to stock up on consumables. Sell them devices that allow them to heal each other, but costs gold, or get them to do a quest for a temple, which gives them these devices. Could be wands, a staff of healing, etc. -
Thanks for the advice guys.
More comments, especially specific advice or ideas about situations that need cooperative solutions are always welcome.