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Post by Brave Sir Robin on Oct 7, 2015 8:35:28 GMT
I often think 5 is the right number for a D&D party in some ways. Mostly because of what happens if one character falls over. You'll notice if one character is knocked out of a fight in our current group it is a serious problem - with a fifth member it often matters a lot less, because you'll have some sort of redundancy in the group.
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Post by grumblyarcher on Oct 19, 2015 13:29:29 GMT
Finished listening to the latest metacast and got a few ideas for what your next couple could cover listed in no particular order.
Leveling: Granted going from Level 1 to Level 2 was incredibly dull and even now I can sit here and list off what the entire party probably got just from what I remember from class advancement. Covering how class features and bonuses kind of compound over time would be useful to first timers. I remember way back in the mists of yore I tripped over the limits on skill ranks and how the various bonuses I had stacked together. Waiting for Level 3 would probably be a good idea since none of the class features are going to strictly improve until then.
Classes: In a similar vein, a look at some of the basic Pathfinder classes and the major differences between them might be good. With all the books, I think we're up to around twenty but looking at the core classes might be a good idea. Getting people familiar with just what to expect from the classes, what roles they are predisposed to, that sort of thing.
Classes, Advanced: Still putting off anything outside of the core classes for now. Looking at the Archetype system and Prestige Classes might be rather enlightening. I've had far too much fun with Archetypes over the year and the open up options considerably. Archer Paladins! Smart Fighters! Necromantic Bards! Private Detective Rangers!
Skills: What does what, how DCs work, etc. An in depth look at each individual skill in precise mechanical terms can likely wait until they crop up in the campaign.
Feats: Feat chains, common combinations, recommended feats for some of the classes.
Magic: This is a doozy but vital. The Vancian spellcasting system Pathfinder inherited from 3.5 can be very tricky to grasp and bonus points if you pronounce the name right or know where it came from. I did not even approach magic until something like my seventh character and even now I have an considerable preference for non-casters with one or two notable exceptions.
Magic Items: Not likely vital until the party gets to the point where they are covered in magic items from head to toe but still very useful. Things like the exponential curve for the price of magic weapons and armor, the mainstay wondrous items for most classes, the concept of magic item slots (the d20pfsrd has a very nice diagram for this), and a few of the absurdly useful but often overlooked items.
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Post by Brave Sir Robin on Oct 19, 2015 13:35:54 GMT
Some of these are definitely on our least, and it is possible that one or two have even been recorded. :-)
I am not sure how many of these would sustain an entire episode on their own. We do intend to keep addressing small individual rules as and when they come up.
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Post by grumblyarcher on Oct 19, 2015 14:20:07 GMT
Good to know they are on your least. Can I ask what is on your most?
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Post by Brave Sir Robin on Oct 19, 2015 17:08:55 GMT
Now, I have a moral dilemma. I can edit my own post to remove the brain-fart. And I can use my admin powers to edit yours as well, so all trace of my mistake is removed. But I am LG....
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Post by grumblyarcher on Oct 19, 2015 18:30:03 GMT
Are you a paladin? A paladmin?
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Post by Alex Newall on Nov 2, 2015 15:22:55 GMT
Sounds a bit PalaDIM to me.
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