First-Time DM Advice?
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Check out the Beginner Box of Pf2e, it has a really great introductory adventure and has everything you need to get a Game started.
I had looked at the Beginner’s Box but it seemed more geared toward those new to TTRPGs in general versus just learning the new system. I could be wrong, though. For that reason we were looking at more of a short, guided adventure which led me to find Rusthenge and Crown of the Kobold King.
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I had looked at the Beginner’s Box but it seemed more geared toward those new to TTRPGs in general versus just learning the new system. I could be wrong, though. For that reason we were looking at more of a short, guided adventure which led me to find Rusthenge and Crown of the Kobold King.
I just ran my very experienced in ttrpg but not pathfinder group through the beginner box, and everyone had a blast. Yes it has stuff to help someone who is totally new to ttrpging (pregened character sheets have a colored coded image of the dice and the dice that come in the box match the character sheet.) But my group all made their own characters with no restrictions.
There is a second adventure path that takes place after the beginner box, but it has not been remastered yet, called Troubles in Otari. As soon as our warrior returns from Antarctica we will be starting that path.
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Thank you for the advice!
I had looked at the Beginner’s Box but felt it was a little too much of a tutorial for combat and more meant for those new to TTRPGs in general. We’ve been playing for years so I was looking for something just a little bit more than that, which led me to Rusthenge and Crown of the Kobold King. I know that the latter can go much longer but I also don’t have to run all the chapters for our first go. Wasn’t CotKK remastered for PF2e or am I mistaken?
The difference between loopholes with player power such as with 3.5e and PF1e coming to PF2e is something we’re looking forward too. It’ll be a nice change of pace we feel.
As a new DM and new to PF2e in general I am also wondering what books/sources to restrict everyone to. I know there’s the couple player core books but have you any other suggestions? One player has expressed interest in Battlecry for the Guardian class.
We are also looking at using Pathbuilder for sheets.
spitfire@pawb.social Yes, CotKK was rewritten for PF2e, but and it runs fine, but it’s still a port, you know? It has some rough edges. From the players’ side of thing, I’m sure it would be just fine, but as a new GM… Let’s just say, it was the first adventure I bought, and as a new GM I waited to play it until I felt more comfortable with the system. There’s nothing wrong with it, but there are places where you can feel how it’s not representative of the system. If that makes sense.
If you can get your hands on a cheap used copy of Menace under Otari, even if you don’t want to run it, it’s worth reading through as a GM. It really is purpose built for introducing the mechanics of the game, and is quite short.
There’s no pressing need to restrict first party books, or even third party series like BattleZoo or Team+ sources, but the splat books do offer a lot of options which can cause analysis paralysis. Because the system doesn’t have the same optimization meta as other, similar products, the expansiveness isn’t really an issue, but players often get bogged down in the details. People who are used to playing the optimization meta, even if they want to stop, sometimes can’t help themselves. I include myself in that group. I’m hesitant to suggest restricting books, though, because I think some of the more interesting classes are in splats: Guardian and Commander in War of Immortals, Magus in Secrets of Magic, and Thaumaturge in Dark Archive.
A couple of more things everyone at the table should be aware of, though, now that I’m thinking about it:
- The game has some fairly distinct tiers of play, even if the boundaries between them are somewhat fuzzy. This is especially noticeable from levels 1 - 5, which is what I like to call the “deadly things are deadly” tier. HP is low, AC is low, and critical hits are common. Not only is this where the game can feel quite a bit deadlier than people may be used to, but people who are used to being able to solve the “sharp, pointy objects hurt” problem with basic class options will often find themselves feeling a little impotent.
- Because Level is Power, and Power is Level, people who are used to established caster/martial power gap tropes may be caught off guard by the class balance, particularly before casters gain access to Rank 3 spells (i.e. Level 5). On-level enemies are real challenges to casters, not canon fodder, and at early levels they can be real threats. On top of that, the numbers are balanced around save spells failing as the default outcome (but a failed save spell also does half damage), which often leaves new magic users feeling less cool than they expected. This starts to go away starting around Level 5, once they start to exit the “deadly things are deadly” tier and begin to enter the “fantasy hero” tier, but until then… Let’s just say that people have had FEELINGS.
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I had looked at the Beginner’s Box but it seemed more geared toward those new to TTRPGs in general versus just learning the new system. I could be wrong, though. For that reason we were looking at more of a short, guided adventure which led me to find Rusthenge and Crown of the Kobold King.
I’ve also run experienced TTRPG players through the beginner box and you can kinda gloss over some of the basic tutorials. But the learning environment was still nice to get people used to the 3 action economy in a low stakes environment.
You can also get Troubles in Otari to continue the beginner box to level 5ish.
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I’ve also run experienced TTRPG players through the beginner box and you can kinda gloss over some of the basic tutorials. But the learning environment was still nice to get people used to the 3 action economy in a low stakes environment.
You can also get Troubles in Otari to continue the beginner box to level 5ish.
Also with how short the beginner box is, even if your players don’t feel that they need it, if running that makes you more comfortable GMing its probably worth running so you can learn
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spitfire@pawb.social Yes, CotKK was rewritten for PF2e, but and it runs fine, but it’s still a port, you know? It has some rough edges. From the players’ side of thing, I’m sure it would be just fine, but as a new GM… Let’s just say, it was the first adventure I bought, and as a new GM I waited to play it until I felt more comfortable with the system. There’s nothing wrong with it, but there are places where you can feel how it’s not representative of the system. If that makes sense.
If you can get your hands on a cheap used copy of Menace under Otari, even if you don’t want to run it, it’s worth reading through as a GM. It really is purpose built for introducing the mechanics of the game, and is quite short.
There’s no pressing need to restrict first party books, or even third party series like BattleZoo or Team+ sources, but the splat books do offer a lot of options which can cause analysis paralysis. Because the system doesn’t have the same optimization meta as other, similar products, the expansiveness isn’t really an issue, but players often get bogged down in the details. People who are used to playing the optimization meta, even if they want to stop, sometimes can’t help themselves. I include myself in that group. I’m hesitant to suggest restricting books, though, because I think some of the more interesting classes are in splats: Guardian and Commander in War of Immortals, Magus in Secrets of Magic, and Thaumaturge in Dark Archive.
A couple of more things everyone at the table should be aware of, though, now that I’m thinking about it:
- The game has some fairly distinct tiers of play, even if the boundaries between them are somewhat fuzzy. This is especially noticeable from levels 1 - 5, which is what I like to call the “deadly things are deadly” tier. HP is low, AC is low, and critical hits are common. Not only is this where the game can feel quite a bit deadlier than people may be used to, but people who are used to being able to solve the “sharp, pointy objects hurt” problem with basic class options will often find themselves feeling a little impotent.
- Because Level is Power, and Power is Level, people who are used to established caster/martial power gap tropes may be caught off guard by the class balance, particularly before casters gain access to Rank 3 spells (i.e. Level 5). On-level enemies are real challenges to casters, not canon fodder, and at early levels they can be real threats. On top of that, the numbers are balanced around save spells failing as the default outcome (but a failed save spell also does half damage), which often leaves new magic users feeling less cool than they expected. This starts to go away starting around Level 5, once they start to exit the “deadly things are deadly” tier and begin to enter the “fantasy hero” tier, but until then… Let’s just say that people have had FEELINGS.
I suppose I’m used to really broken builds being accomplished even early on from previous 3.5e and PF1e experience which is why I gravitated towards potentially locking out other books. Glad to hear that isn’t really the case or needed for PF2e.
I will see if I can find a used copy of Menace/Troubles to read through or if all else fails check my local game shop. Maybe the library might….they’ve had 5e books before.
We’re all going into this expecting something different than what we’re used to and the re-balancing is going to be a big part of it.
I’m still reading through the core books myself to more familiarize myself with everything. I guess I’m just anxious as well as I want it to be a fun experience.
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I am currently looking at DM’ing for my first time as well as being the introduction for PF2e to our group.
We’ve played for a bit, started with 3.5e, and moved to 5e, however we never felt satisfied playing 5e.
We are looking now at Pathfinder 2e to continue our group and as I am the one who brought it up, it has fallen to me to DM, though I never have before. I’ve only played 1e. The group seemed to like the emphasis on group cooperation versus solo rushing that 5e seems to encourage.
Group would be 5 players, one forever DM who is glad to play for once.
I am looking through different books to try and find an introductory adventure for us to feel out PF2e. One-shots were considered but did not feel like they would teach us as much about PF2e compared to a small adventure.
Does anyone have some advice for a first time DM who is looking to bring their group from 5e? Any adventures in mind? I had been eyeing the kobold king as well as Rusthenge.
Thanks! :3
I mean if your looking for a a small adventure then the beginners box is made for exactly that. Its encounters sorta all have a particular rule they sorta showcase. It has a sorta sequel adventure too and springs nicely into the main dungeon crawl adventure path because its located close by.
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I suppose I’m used to really broken builds being accomplished even early on from previous 3.5e and PF1e experience which is why I gravitated towards potentially locking out other books. Glad to hear that isn’t really the case or needed for PF2e.
I will see if I can find a used copy of Menace/Troubles to read through or if all else fails check my local game shop. Maybe the library might….they’ve had 5e books before.
We’re all going into this expecting something different than what we’re used to and the re-balancing is going to be a big part of it.
I’m still reading through the core books myself to more familiarize myself with everything. I guess I’m just anxious as well as I want it to be a fun experience.
Hey I missed you already talked with someone on the beginners box but wanted to add that yeah the system is tight and you can power game but it does not make a character that much more powerful. Even with all the expansions I still see like rangers as being the top damage dealers early on and thieves later on but again not that big a difference. Im by no means the best for finding game breaking things. fighter with druid archetype is one and the gnome flail was another but again they were not that good. You could just not do free archtype to begin with but many people like the extra flexibility. The incapacitation trait with spells keep them from being insta boss kills spell wise.
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I suppose I’m used to really broken builds being accomplished even early on from previous 3.5e and PF1e experience which is why I gravitated towards potentially locking out other books. Glad to hear that isn’t really the case or needed for PF2e.
I will see if I can find a used copy of Menace/Troubles to read through or if all else fails check my local game shop. Maybe the library might….they’ve had 5e books before.
We’re all going into this expecting something different than what we’re used to and the re-balancing is going to be a big part of it.
I’m still reading through the core books myself to more familiarize myself with everything. I guess I’m just anxious as well as I want it to be a fun experience.
spitfire@pawb.social Yeah, the system just shuts down that level of min/maxing. There are no builds in the game that break the encounter math assumptions, and if someone thinks they’ve found one, they’ve either read something wrong, or discovered somethinf that will be in the next round of errata.
Rolls are always done vs a DC, which means there’s no worry of a low-level creature invalidating a high level creature by rolling high vs a low row (or vice versa). That kind of wild luck has been stripped out.
Bonuses of the same type don’t stack, so you can’t throw Guidance, Bless, and Inspire Courage on someome to get them a +3 bonus to a roll. They’re all status bonuses, and for each bonus type you tax the MAX, not the SUM, of all that have been applied, so the total bonus from those 3 spells is +1. This limits the easy, cheesy math-hack solutions.
DCs are level based, and frow quite large, which means players get very very good at tackling old challenges, but there are some challenges that are functionally impossible to overcome at any given level. Natural 20s have well defined behaviours in the game, so there’s no “automatic success” cultural norm that breaks this.
It’s important to note, the level that you use for the level-based DCs is the challenge’s level, not the party’s. The leveled DC table is used in designing creature and hazard stat blocks, and when creating a leveled challenge on the fly. Many new GMs to the system misunderstand the table and instead constantly scale every challenge in the game with the party.
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I am currently looking at DM’ing for my first time as well as being the introduction for PF2e to our group.
We’ve played for a bit, started with 3.5e, and moved to 5e, however we never felt satisfied playing 5e.
We are looking now at Pathfinder 2e to continue our group and as I am the one who brought it up, it has fallen to me to DM, though I never have before. I’ve only played 1e. The group seemed to like the emphasis on group cooperation versus solo rushing that 5e seems to encourage.
Group would be 5 players, one forever DM who is glad to play for once.
I am looking through different books to try and find an introductory adventure for us to feel out PF2e. One-shots were considered but did not feel like they would teach us as much about PF2e compared to a small adventure.
Does anyone have some advice for a first time DM who is looking to bring their group from 5e? Any adventures in mind? I had been eyeing the kobold king as well as Rusthenge.
Thanks! :3
Group would be 5 players, one forever DM who is glad to play for once.
Sounds like a rather large group, but the forever DM is going to make things way easier so it should be fine.
I am looking through different books to try and find an introductory adventure for us to feel out PF2e. One-shots were considered but did not feel like they would teach us as much about PF2e compared to a small adventure.
I would definitely recommend the beginner’s box, especially since this is your first time GMing.
Does anyone have some advice for a first time DM who is looking to bring their group from 5e?
Look through this so that you are at least vaguely aware of where things are
Remember that this system heavily uses keywords, so it may be a little overwhelming at first but after a few sessions you should start recognizing things and running will become way easier.
If you cannot find the rule for something don’t be afraid to make up a ruling on the spot and then figure out the actual rule later. Although do be a little bit careful with the core math at first as the four degrees of success system and 3 action system make small changes have a large impact. Once you understand the math then it is a solid foundation to change to taste.
I would recommend that you ask each player what makes their class unique, that way you can see if they understand their character. This is because in DnD 5e almost all of the work is on the DM, whereas in PF2e it is much more evenly divided.
Emphasize that reactive strike (This system’s version of Opportunity Attack) is rare and that the players should feel free to actually move around. Combat in PF2e is usually much more dynamic despite movement being way more expensive.
Rarity does not necessarily correlate to power, but instead to how common the item is in Golarion (The setting the books are set in). It is still good to get players to ask you for them as it helps keep the setting’s theme coherent.
Rarity - Rules - Archives of Nethys: Pathfinder 2nd Edition Database
The rarity system is a powerful tool that helps you and your group customize your story, your characters, and your world to better match your game’s themes and setting. You can also use it to keep the complexity of your game low by limiting access to unusual options.
(2e.aonprd.com)
I would recommend against allowing SF2e items until you are more familiar with the assumptions of the system as while they follow the same fundamental math they have very different assumptions. For example SF2e allows flight from lvl 1 while PF2e only allows it from ~lvl 8.
Emphasize when modifiers make a difference. For example if you have a bard/cleric and their +1 turned a miss into a hit or a hit into a crit, you will be surprised how often that comes up.
Don’t see actions specified by skill feats as “You need this feat to do the thing” but rather “This feat makes you much better at the thing”. For example: Group Coercion allows the player to attempt to Coerce up to 5 targets at once, instead of preventing a PC from coercing a group without the feat you can instead make it a Very Hard check.
Adjusting Difficulty - Rules - Archives of Nethys: Pathfinder 2nd Edition Database
You might decide a DC should differ from the baseline, whether to account for PCs' areas of expertise or to represent the rarity of spells or items. A DC adjustment represents an essential difference in the difficulty of a task and applies to anyone attempting a specific check for it. Adjustments happen most often with tasks whose DCs are based on their level. You'll often apply the adjustments for uncommon, rare, or unique subjects. The DC Adjustments table lists the categories of adjustments. The adjustments' names are relative to the base difficulty of the task itself—a very hard 2nd-level task will not be “very hard” for a 10th-level PC to accomplish! PCs who invest in a skill will become better and better at that skill as they increase in level. For example, even the best 1st-level PC has grim odds against an incredibly hard 1st-level DC, with a huge chance of critical failure, but by 20th level, an optimized character with a modicum of magic or assistance can take down incredibly hard 20th level DCs over half the time, critically failing only on a 1. At higher levels, many groups will find that the very hard DC is more like standard for them; keep that in mind if you need a check that presents a true challenge to a highlevel group. You might use different DCs for a task based on the particular skill or statistic used for the check. Let's say your PCs encounter a magical tome about dragons. The tome is 4th-level and has the arcane trait, so you set the DC of an Arcana check to Identify the Magic to 19. As noted in Identify Magic, other magic-related skills can typically be used at a higher DC, so you might decide the check is very hard for a character using Occultism instead and set the DC at 24 for characters using that skill. If a character in your group had Dragon Lore, you might determine that it would be easy or very easy for them to use that skill and adjust the DC to 17 or 14. These adjustments aren't taking the place of characters' bonuses, modifiers, and penalties—they are due to the applicability of the skills being used.
(2e.aonprd.com)
Encourage people to aid as much as possible. What I do is get the players to describe how they are aiding, and if it is particularly creative then I will give it the easy or even very easy modification
Aid - Actions - Archives of Nethys: Pathfinder 2nd Edition Database
You try to help your ally with a task. To use this reaction, you must first prepare to help, usually by using an action during your turn. You must explain to the GM exactly how you're trying to help, and they determine whether you can Aid your ally. When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM. The typical DC is 15, but the GM might adjust this DC for particularly hard or easy tasks. The GM can add any relevant traits to your preparatory action or to your Aid reaction depending on the situation, or even allow you to Aid checks other than skill checks and attack rolls.
(2e.aonprd.com)
Magic items in this system are fundamental to progression, so unless you are using Automatic Bonus Progression you should be careful to give enough gold per level. Don’t worry too much about going over as you can restrict the level the players get items by limiting the settlement level or forcing them to craft their items, or you could allow them to have the higher level (and therefore more powerful) items and increase the encounter difficulty to compensate.
Automatic Bonus Progression - Rules - Archives of Nethys: Pathfinder 2nd Edition Database
This variant removes the item bonus to rolls and DCs usually provided by magic items (with the exception of armor’s item bonus) and replaces it with a new kind of bonus—potency—to reflect a character’s innate ability. In this variant, magic items, if they exist at all, can provide unique special abilities rather than numerical increases.
(2e.aonprd.com)
Treasure by Level - Rules - Archives of Nethys: Pathfinder 2nd Edition Database
The Party Treasure by Level table above shows how much treasure you should give out over the course of a level for a group of four PCs. The Total Value column gives an approximate total value of all the treasure, in case you want to spend it like a budget. The next several columns provide suggestions for breaking down that total into permanent items, which the PCs keep and use for a long time; consumables, which are destroyed after being used once; and currency, which includes coins, gems, and other valuables primarily spent to acquire items or services. The final column gives the amount of currency to add for each PC beyond four in the group; use this only if you have more than four characters in the game. (Different Party Sizes on page 61 provides more guidance on this.) For instance, between the time your PCs reach 3rd level and the time they reach 4th level, you should give them the treasure listed in the table for 3rd level, worth approximately 500 gp: two 4th-level permanent items, two 3rd-level permanent items, two 4th-level consumables, two 3rd-level consumables, two 2nd-level consumables, and 120 gp worth of currency. When assigning 1st-level permanent items, your best options are armor, weapons, and other gear from Player Core worth between 10 and 20 gp. The treasure listed in the row for 20th level represents a full level's worth of adventures, even though there is no way to reach 21st level. Some creature entries in Monster Core list treasure that can be gained by defeating an individual creature; this counts toward the treasure for any given level. Published adventures include a suitable amount of treasure throughout the adventure, though you should still monitor the party's capabilities as the PCs progress through the adventure to make sure they don't end up behind. You might also consider making changes to the treasure found in a published adventure to better fit the needs of the party, such as changing a +1 longbow into a +1 longsword if none of the PCs use bows.
(2e.aonprd.com)
Give enough time for retraining, or even allow players to retrain for free for the first session or two. That way if they really don’t like how their character plays they have a chance to change it.
Retraining - Rules - Archives of Nethys: Pathfinder 2nd Edition Database
Retraining offers a way to alter your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. You can retrain feats, skills, and some selectable class features. You can't retrain your ancestry, heritage, background, class, or attribute modifiers. You can't perform other downtime activities while retraining. Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you'll have to pay your instructor. Some abilities can be difficult or impossible to retrain (for instance, witch can retrain their patron only in extraordinary circumstances). When retraining, you generally can't make choices you couldn't make when you selected the original option. For instance, you can't replace a skill feat you chose at 2nd level for a 4th-level one, or for one that requires prerequisites you didn't meet at the time you took the original feat. If you don't remember whether you met the prerequisites at the time, ask your GM to make the call. If you cease to meet the prerequisites for an ability due to retraining, you can't use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want.
(2e.aonprd.com)
Trust the encounter building guidelines, unlike DnD 5e they actually work for the most part.
Encounter Design - Rules - Archives of Nethys: Pathfinder 2nd Edition Database
Encounters play a fundamental part in roleplaying games, but it can be tricky to know where to start when building them. It's important to follow the rules and guidelines, but creating a compelling encounter goes beyond that. Good encounters have a place in the story, compelling adversaries, interesting locations, and twists and turns to make them dynamic. Encounter design goes hand in hand with location, map, and adventure design. You might set an adventure in a swamp and populate it with swamp creatures and environmental features. Or you might have a dungeon denizen in mind, and structure a section of your dungeon to fit that creature. When you're starting out, straightforward encounters of low or moderate threat can let you get your bearings. Then, you can increase complexity as you get more confident and as the PCs collect more tools to use against their foes. The more encounters you build, the more comfortable you'll get with your own personal style. You can always come back here to get more ideas or advice on executing a certain type of encounter.
(2e.aonprd.com)
Also avoid throwing PL+4 enemies at the party for the first 3 levels as the math is rather swingy before lvl 4 and it is hard to counter high level single target bosses with lvl 1 spells. More experienced players don’t have as much issue as they can manipulate the system better.
At higher levels it is not nearly as much of an issue as optimized parties can take on more dangerous fights at higher levels There is a reason that lvl 25 monsters exist.
Even if you have the physical books I would still recommend having Archives of Nethys open on a phone/laptop for how much faster it is to find things.
Never assume that your players will do something, instead what I do is figure out what will happen if the players do nothing and go from there. If the players ignore the encounter you prepared then you can put it in your back pocket for later. This is coming from someone who largely runs more sandbox-y games so it may not be 100% applicable, but it is still good to keep player agency as your top priority. In addition never gate progression behind a skill check, no matter how trivial; instead you can have them ‘fail forward’
Don’t worry too much about messing up, your players understand that this is your first time GMing and will not care.
Finally and most importantly, remember that this is a game and your fun is just as important as everyone else’s.