RaikuFA said:
ZorroFonzarelli said:
Thats why I hated it. My DM would pull shit like "Everyone gets a chest *opens chest* spikes come out and you die." Mind you, this was after the very first battle. There was also a Shadowrun campain nearby, but they didn't want newbies around. Said they's consider it if I played DnD first.
Yeah, that's a shitty GM, even if spikes popped out, you guys still should have gotten Reflex saves, seeing if the trap (If it's even a trap, lord knows how your GM made it up.) actually hit you (That is a thing in Pathfinder), and rolled actual damage. (Though, this is usually based off of my Pathfinder experience, not sure how it works in DnD.)
My first system I played was Pathfinder, I played a simple Barbarian beatstick. Now I have a Celestial Anti-Creature Artillery Ranger/Inquisitor Gestalt Healbot.
One thing I would always suggest is that (Especially for new GMs) you play with Adventure Paths instead of making up your own campaign. That way it's completely outlined what your players are going to do, and all you gotta do is run your players through it. That way none of this "Rocks fall everyone dies" business happens. As for the players, when using an Adventure Path (First off, resist looking it all up online.) you know that you can't be thrown into this situation of "Rocks fall everyone dies" unless the players as a party take a wrong turn or make a wrong decision, and even then, there's still options that you can pursue to get all/a few of you out.
Pathfinder is a good one to start with since it's essentially a condensed version of DnD, skills are condensed and some of the rules have been changed, but everything is still 3.5 compatible. All of the Searching type skills are slapped into Perception, all stealth-like skills are simply Stealth, things like balance and tumble are thrown into Acrobatics. All of the rules and such are online and freely accessible, the only thing you'd have to pay for are Adventure Paths, dice, and Minis.