[QUOTE=Codename 47;38789958]3.5e :)[/QUOTE]
Sorcerers only need to know a spell to be able to cast them, they don't need to prepare them.
Wizards need to both know a spell and prepare it in order to cast it.
Clerics only need to prepare a spell to cast it, they automatically know all the cleric and domain spells of their spell level and domain.
As for how many spells you learn, sorcerers start play with four cantrips and two 1st level spells, and learn more spells according to the table in the sorcerer class description.
Wizards start play knowing all the cantrips, and 3+Int mod 1st level spells, at every level he automatically learn two more spells of any spell level he can currently cast, and in addition he can learn pretty much as many spells as he wants by copying them from scrolls or other wizards' spell books, assuming he can find or buy some.
[QUOTE=darkrei9n;38788953]I don't know if anyone has seen this but apparently they're trying to make a Pathfinder Online. [url]http://www.kickstarter.com/projects/1675907842/pathfinder-online-a-fantasy-sandbox-mmo[/url][/QUOTE]
Wat. They're making it into an MMO? No thanks. If they were going the route of a better table top simulator than whats currently out there then I would probably be up for it.
So now I'm looking for a Star Wars game.
Anyone? Anyone at all?
My pathfinder game is going well so far. lvl 3 and I already have 6x the gold of the next richest person, I also have a bitchin short sword. I play rogue and steal everything.
I usually default to powergaming kleptomaniac when playing a rogue though.
Any tips for a new DM? Borrowing the opening to Path of Exile, but I'm still planning out how I want the group to head inland after being washed up on the isle.
[QUOTE=Daevian;38836841]Any tips for a new DM? Borrowing the opening to Path of Exile, but I'm still planning out how I want the group to head inland after being washed up on the isle.[/QUOTE]
don't railroad your PCs. that's the worst thing you can do as a DM. let them explore your world as they see fit. if you want them to do something specific, like a plot hook, give sufficient rewards or other incentives. if they decide not to do said plot hooks, nudge them in the direction with subtle hints, such as maps or rumors and the like, but above all don't force them to do anything.
Well, I'm starting them off as prisoners of some sort, either falsely accused of their crimes or actually guilty. They're put on a boat, sailed to an Island for Exiles and dumped off the side of the boat saying 'Swim or Die'. After they get to shore, they'll be soaked and it's storming. My guess is put the pressure on the first thing being shelter?
Just remember one thing, you'll have that idiot in that group who will do everything he possibly can to possibly ruin any plans you might have. So even if you expect the players to look for shelter expect them to do the complete opposite or something inbetween.
Well, I've been in a few D&D groups before. I kind of shifted through all the people and was lucky enough to nab the serious players. One's a first time player, but is heavily interested in the roleyplaying aspect of it. Hows this for not bottlenecking them. When they wash up, give them the option to walk the coastline in either direction, scale the Normandy-esque cliffs, a small jutty of a path leading up the cliffs, or what I had hoped they'd chose, a small cove in the side of the cliffs. (I could just move this cove up and down the shoreline as need be.)
[QUOTE=Daevian;38837201]Well, I'm starting them off as prisoners of some sort, either falsely accused of their crimes or actually guilty. They're put on a boat, sailed to an Island for Exiles and dumped off the side of the boat saying 'Swim or Die'. After they get to shore, they'll be soaked and it's storming. My guess is put the pressure on the first thing being shelter?[/QUOTE]
another beautiful thing about being a DM is that you can do whatever the hell you want to. for example, if they decide not to make shelter, you could say there's a small structure made out of leaves and tree limbs on the shore, which is inhabited by a crazy old man, which they could either fight or join. that's just an example, but if you absolutely need them to do something, at least give them the illusion that they have free will.
[QUOTE=Shortyish;38837258]another beautiful thing about being a DM is that you can do whatever the hell you want to. for example, if they decide not to make shelter, you could say there's a small structure made out of leaves and tree limbs on the shore, which is inhabited by a crazy old man, which they could either fight or join. that's just an example, but if you absolutely need them to do something, at least give them the illusion that they have free will.[/QUOTE]
Improv is a bit of a hard thing to pull off. The more I do it, the easier it'll get I hope?
[QUOTE=EragonRulez;38837547]Watch [url=https://blip.tv/the-spoony-experiment/counter-monkey-dungeon-mastering-a-great-game-6049938]this[/url].[/QUOTE]
Which one? The webpage is all weird for me, hard to find the video you're trying to link me.
Edit: Also, how do solo monsters come when it comes to level? Is a level 1 solo monster aimed for level 1 players, or is a level 2 or level 3 usable against a group of players?
[QUOTE=Daevian;38837571]Which one? The webpage is all weird for me, hard to find the video you're trying to link me.
Edit: Also, how do solo monsters come when it comes to level? Is a level 1 solo monster aimed for level 1 players, or is a level 2 or level 3 usable against a group of players?[/QUOTE]
Depends how tough you want the fight to be, a level 1 would be tough for a single 1st level player, but for a full sized group it's not going to be a big deal, 2 would be harder, but still not quite life threatening, 3 should be pretty tough if you play your cards right and the dice don't completely favor the players.
Also, [url=http://spoonyexperiment.com/2012/03/27/counter-monkey-dungeon-mastering-a-great-game/]this[/url] is what Eragon was trying to link you to, it and the rest of Spoony's Counter Monkey series has some pretty good advice on a lot of random things related to playing DnD.
Also, some personal advice, don't take the game too seriously, if there is no humor, the game will become really stale really quick, but on the other hand, try not to make it a joke game, because while it can be really fun for a few sessions, it will very quickly burn out, it's all about getting that balance of the serious and the hilarious.
Oh, Yeah I know not to be a SRSBSNS train all the way. My favorite moment in D&D is when I convinced a Goblin legion I was "SUCH AND SUCH, LEADER OF THE CULT OF THE DAMNED, SUPER NECROMANCER" and that i was working with their leader. Ended up with an entire legion turning around and going back where they came from, after carving my face into their arms for a statue they were going to make of me.
[QUOTE=EragonRulez;38837547]Watch [url=https://blip.tv/the-spoony-experiment/counter-monkey-dungeon-mastering-a-great-game-6049938]this[/url].[/QUOTE]
Take everything spoony says with a grain of salt, yes he knows how to DM a game but he also has a rather well deserved reputation of being a killer DM. Remember, your objective is for your friends to have a good time, if that means coddling them at points then you may have to.
So, when it comes to Solo monsters, I should make them a few levels higher than the player characters?
Group of 4-5 level ones, could they take on a Level 4 solo brute? (Lividius, Tiefling Murderer if you want to look it up.)
[QUOTE=Daevian;38841873]So, when it comes to Solo monsters, I should make them a few levels higher than the player characters?
Group of 4-5 level ones, could they take on a Level 4 solo brute? (Lividius, Tiefling Murderer if you want to look it up.)[/QUOTE]
Really depends on their classes.
If they are all wizards, then no.
[QUOTE=Daevian;38841873]So, when it comes to Solo monsters, I should make them a few levels higher than the player characters?
Group of 4-5 level ones, could they take on a Level 4 solo brute? (Lividius, Tiefling Murderer if you want to look it up.)[/QUOTE]
Monsters are generally scaled pretty well at base level for parties of 4. If you need to gauge throw a similar monster you think might be too weak at the party in a random encounter to test the waters.
[QUOTE=Antary;38842075]Really depends on their classes.
If they are all wizards, then no.[/QUOTE]
You try surviving four magic missiles in one round, yo.
Well, Got an Elf Ranger and a Human Warlord so far, so we've got heals and probably a tank on the way. They'll be able to heal themselves, so I'm worried that'll make it too easy.
Then again the dice are sons of bitches, so who knows, everyone may die.
[QUOTE=Daevian;38842478]Well, Got an Elf Ranger and a Human Warlord so far, so we've got heals and probably a tank on the way. They'll be able to heal themselves, so I'm worried that'll make it too easy.
Then again the dice are sons of bitches, so who knows, everyone may die.[/QUOTE]
What edition you running?
4th.
[QUOTE=Daevian;38842520]4th.[/QUOTE]
Oh.
Disregard anything I said about levels then because I have no clue about 4th edition.
a level 4 solo monster is about as powerful as 3 regular level 4 monsters
assuming your players aren't gonna be fighting that monster straight away you can run them through a couple of regular encounters to see how well they do, but if they are fighting it right away it might be a better idea to try to underpower the solo encounter a little bit and add some minions as needed
[QUOTE=Salsa;38842821]a level 4 solo monster is about as powerful as 3 regular level 4 monsters
assuming your players aren't gonna be fighting that monster straight away you can run them through a couple of regular encounters to see how well they do, but if they are fighting it right away it might be a better idea to try to underpower the solo encounter a little bit and add some minions as needed[/QUOTE]
Okay, so the level the solo monster is, the level it's planned for the players to be. If it's too strong, nerf it a bit, too easy, bring in some minions?
yep, just keep in mind that the more you play with your group the more you'll get used to their party makeup, and the more often you'll be able to put together encounters without having to tweak it like that
also I'm not sure which book that solo monster is from, but it might be worth running it through [url=http://www.asmor.com/scripts/4eMonsterMathCruncher/index.php]the monster math cruncher[/url] to balance it out some
[editline]15th December 2012[/editline]
any monster that was made before monster manual 3 had the math done differently, and most of them are badly balanced comparatively
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