|
9 months ago ::
Sep 13, 2012 - 10:01AM
#1
|
Date Joined:
Dec 10, 2011
|
Hey there! I’m starting up a new campaign soon, and I intend to have the first session be character creation and establishment of character relationships and such. But a challenge that comes with character creation is that I only have one set of books; but I’ve thought of a solution to that problem. Make copies of several of the important pages, but that brings another conundrum. What pages do I make copies of? And how many packets should I put together? One for each player? Or just a couple? Right now, I’m thinking maybe 2 packets of equipment, feats, and races, each packet containing a copied page of the equipment, feat, and race pages. Any ideas or tips?
|
|
9 months ago ::
Sep 13, 2012 - 11:18AM
#2
|
|
|
I know the idea of spending money can sucks sometimes but my character creation sessions tend to run a LOT better when we use the insider character builder. My group an I split the cost of the membership so it isnt as expensive per month. Of course if this isn't an option, or just isn't something your interested in doing, find out which classes people are interested in playing and copy the appropriate pages for those specific classes. Races could easily be referenced out of the book quickly so it wouldn't bog down too much. It also couldn't hurt to copy the pages with rules about the point but system (which is what I recommend). Hope these suggestions help.
My monday night wouldn't be half as cool if DnD didn't exist.
|
|
9 months ago ::
Sep 13, 2012 - 11:31AM
#3
|
Date Joined:
Apr 29, 2006
|
Sounds like a lot of extra hassle and wasted paper to me.
Ideally, your players will need to become familiar with the manual eventually. So if this is a steady group you're either starting with or playing with, a $22 dollar Player's Handbook investment (or $14 for from of the Essentials player sources) shouldn't be unreasonable.
But the most your players will need at any one time is what's on their character sheet. Once you know your character, all other available options, feats, classes, races, equipment and the like become mostly unimportant. At least until you gain a level.
Make character creation and rules explanation part of "Session 0"*. And then spend the first few session introducing the rules, starting with the core mechanic ("roll a d20, add modifiers, compare to target number"; see also PH pg11). It would may also help to have a few sample character sheets ready that players can use as is or alter instead of filling everything from scratch.
Or, at least, that's what I would do.
Though if I had to make highlights, assuming you're referencing the PH, I would choose "How to Read A Power" pg54, "Skill Descriptions" pg180, most of chapter 9, "Combat".
*Session 0 is the term for the session that many groups have before they start a game. The goal is to get everyone on the same page as to what the campaign will consist of and what to expect. Common topics include character personalty and goals, party composition, the campaign setting and tone, playstyles, play frequency, the pizza fund, and pretty much anything else that would help a game run smoothly.
|