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Rule Your World!Players may be the heroes of the Pathfinder Roleplaying Game, but whole worlds rest on the Game Master's shoulders. Fortunately for GMs, the Pathfinder RPG GameMastery Guide is here to back you up. Packed with invaluable hints and information, this book contains everything you need to take your game to the next level, from advice on the nuts and bolts of running a session to the greater mysteries of crafting engaging worlds and storylines.

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Monster Slayers: The Heroes of Hesiod. Here’s my foray into game design–a D&D game designed specifically for kids, and available for free on Wizards of the Coast’s web site!All you need are some six-sided dice, pencils, scissors, a printout of the PDF, four to six people, and half an hour.

Whether you've run one game or a thousand, this book has page after page of secrets to make you sharper, faster, and more creative, while always staying one step ahead of your players.The 320-page Pathfinder RPG GameMastery Guide is a must-have companion volume to the Pathfinder RPG Core Rulebook. Published back in 2009, the GameMastery Guide was one of the early hardcover books released for Pathfinder. I think it's an overlooked gem, as I crack it open before and during sessions as often as any book other than the Core Rulebook. Weighing in at a hefty 320 pages, the GameMastery Guide has advice on the usual topics that new GMs need help with, but it also contains so much more, like little new rules subsystems, a gallery of pre-made NPCs, all sorts of random tables, tracking sheets, etc. It's a very handy compilation of material specifically designed for Pathfinder, and I'd recommend it as an early purchase for any GM getting into the game.We have to start with a shout-out to that awesome cover, featuring Runelord Karzoug seated on his throne. I'm partial, since I'm running a certain AP at the moment, but artist Wayne Reynolds knocked it out of the park there. There's no way the interior artwork could be as good, and it's true that many of the interstitial drawings are recycled from other products or are forgettable placeholders.

However, the artwork accompanying the NPC gallery is solid and fits the feel of Golarion. If I were using letter ratings, the cover art would get an A+ and the interior art and layout would get a C+.The book is divided into 9 chapters, with multiple appendices and indices.Chapter 1, 'Getting Started', is stuff that experienced GMs will have seen a thousand times before, but that new GMs will appreciate. It covers stuff like a gaming glossary, how to deal with sensitive topics, how to find players and set aside a place to play, developing house rules, etc.

It's standard advice, and if I had to quibble with anything it's that the section is so focussed on catering to players' desires that it leaves out a crucial consideration: the GM needs to have fun too! I did like the idea of creating a custom player's guide before each new campaign, and that's something I'll probably do in the future.Chapter 2, 'Running the Game', talks about preparation, presentation (music, handouts, lighting, etc.), building encounters and adventures, and how to handle in-game problems (PCs missing a clue, getting too much treasure, etc.). Again, it's all solid advice (though I don't agree with customising encounters for PC abilities, as that holds the risk of undermining the very advantages they've worked to gain).

I think the best bit in the chapter is the 'Game Changers' section, with talks about how to handle problems specific to Pathfinder: spells involving invisibility, teleportation, lie/evil detection, flying, auguries, and more. These spells can dramatically change the game and wreck certain types of plots if a GM isn't careful. The section ends with some good tables: fifty different adventure plots, twenty plot twists, and a bunch of macguffins. Good material if you're creating your own adventures and get stuck in the brainstorming.Chapter 3, 'Player Characters,' talks about handling metagaming, introducing new players into the game, handling treasure and character death, whether to allow evil PCs, and different types of common players like the 'One-Trick Pony' and the 'Rules Lawyer'. It's a good and useful discussion, as experienced GMs will encounter these various player types sooner or later and knowing what to look out for and handle them is important if groups are going to persist in the long-run. I think what the chapter is missing is the frank advice that some players just aren't right for some groups, some groups are dysfunctional and need to disband, and that the GM (unfortunately) often has to make the hard calls.

It's a responsibility that goes beyond preparing and running adventures, since real people, real relationships, and real emotions can be involved. I'd rank the chapter as average.Chapter 4, 'Nonplayer Characters,' goes into the basics of giving NPCs personalities and roles in the game.

I especially liked the section on traps a GM needs to avoid when running NPCs (such as making them too intrusive, too decisive, too good at combat, etc.). The section introduces a new concept of 'NPC Boons,' which are special little plot or mechanical advantages that NPCs of different types can give to PCs. We'll see this concept more in the NPC Gallery at the end of the book, but the idea would be that, for example, befriending a local tracker would give the PCs a +2 on Survival checks in the area for one month, or that buying a drink for a down-on-his-luck nobleman could result in a primer on local politics and a +2 bonus on Knowledge (nobility) in the city. It's a nice way to quantify and reward PCs for good role-playing and encourage those players who are only in it for the bottom line to have more patience with what may at first seem like irrelevant asides. After some fairly mundane advice on villains, the chapter concludes with a great collection of tables: NPC backgrounds, goals, physical characteristics, personality characteristics (some of these are hilarious and memorable, and I wish players were as creative!), occupations, secrets and rewards, and even the surely-delightful 'Random Adventuring Party Name Generator'. If you want to be cool, join the 'Reputable Pearly Kraken Monster-Slayers in the Shadow of Angels'!Chapter 5, 'Rewards,' contains an insightful discussion of why rewards manner and the different ways they can be conceptualised and allocated. It goes through the difference between steady small rewards versus occasional big ones, intrinsic vs.

Extrinsic rewards, and how different players value different things (e.g., is it all about the gold, or is getting on a first-name basis with the barmaid better?). It even gets into little details, such as exactly when XP can be awarded (I forget that some groups do it after every single encounter, while others only do it during true in-game downtime). There's some good advice on how to handle spell research and magic item crafting that makes it clear the whole process needs to be treated more as an art than a mechanical formula.

This chapter has a.lot. of random item and random magic item tables, which is really useful when you need to see what a little shop in a small town happens to have in stock, or what that NPC wizard you weren't expecting the PCs to rob from has in his satchel.Chapter 6, 'Creating a World,' is for GMs who do something I've never really done in Pathfinder (though I have in science fiction settings): create a brand new campaign setting.

It has a nice process of answering a set list of questions to gradually firm up the details of the new world and to simplify (to some degree) the difficulty of conceptualising everything all at once. The geography advice is probably over-ambitious, but the concepts are explained really well.

The chapter goes through different types of societies and different technological levels. It's not a chapter I'll use, but it's very good for homebrew GMs.Chapter 7, 'Adventures,' has tips for running stories in different environments (dungeons, the wilderness, etc.). It has particularly good advice on dungeons, with a useful key to map symbols that I should use more often. Again, there's a ton of great tables to stimulate creativity, including random tables on where dungeons can be found, what type they are, what's in different rooms, and several random monster encounter tables (which I wouldn't actually roll on, as they have the common problem of spreading CRs from as low as 1 to as high as 13 in the same table!). The chapter has a section on planes and planar traits, which is an important reference for later products that make specific use of the mechanics presented here. Similarly, it has a section on stat blocks for settlements (used in most Pathfinder products) that is quite important in determining what's for sale in a community, the highest-level of spellcaster available, etc. I use the settlement rules a lot, and although I think they're sometimes a bit cumbersome in play, they're important in making sure that a hamlet 'acts' differently than a metropolis.

This chapter is packed with a lot of other material, including a two-page rules-set for ship combat (it seems worth trying), lots of random tables for ships and sailors, and, one of my favourite things, random tables for tavern names and unique traits. This pearl of GM manuals should be found from every already practising or aspiring-to-be GM's collection. Yes, it's that great, even for folks who don't run Pathfinder. Well written, easy to understand, beautiful to look at. Not to mention a well of inspiration it also achieves to be.

It's a near perfect package of knowledge how to run smooth, richer, better RPG campaign. Sure, there are chunks of system specific stuff inside, but the most important bits of knowledge of how to run your game are universal and will fit in any system and game table. For juniors, it is essential. For the vets, well, if you're already good at what you're doing, you can always be better, and perhaps you're not perfect and can learn at least one useful new trick out of it. OK, since the book is apparently in planning phase, here's what I want:- a chapter on law in D&D. Rules for legal systems would be awesome,- some sort of magic item purchasing system, to avoid the usual 'magic shop' blues,- chase rules.

Yes, it's listed in product description. CHASE RULES!!!- some kind of quick and dirty mass combat system maybe?- more 'Ask a Pro'.

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The series is stellar so far!- the harlot table and 'a night in soft company' price list. I can't count how many times I was asked 'how much does a night with 2 sexy halflings cost?' ,- Chase rules.- Some chapter on long distance travel listing all the options with their speeds?

Yes I know the basic rules have that, but perhaps being able to compare shadow walk, air walk, overland flight etc in one place would be swell. Gorbacz wrote:OK, since the book is apparently in planning phase, here's what I want:A lot of this stuff is definitely in the book.

I know Jason is really interested in doing something with mass combat, so maybe I can press him into putting something together.I dunno about whore tables. I think to be more inclusive we'd have to include things like charming catamite and desperate addict. And I think it would piss off as many people as it would impress.

Not sure.The long distance travel breakdowns. That's a VERY interesting idea.I promise there will be chase rules. Erik Mona wrote: By all means post topic requests to this thread, as there is still time to influence the contents of the book (I'll finish the outline in about two weeks, but even after that there will be time to squeeze things in).As far as the designing a campaign world from scratch I'd like to make a recommendation to add to that section. If you haven't seen the rules for Dawn of Worlds, the free world creation game, I'd suggest taking a look.

I'd love to see something presented along those lines to provide a way to help get the players involved in world creating and story sharing, easing design for the GM yet providing a fun way to do it. One thought I have is that it could be presented as a way to give epic characters more of a challenge in game, while still being stand alone rules, as they become the gods like in nature, allowing the players to help design their next campaign world with the GM. I like the idea that previously played epic or high level characters becoming the gods of the next campaign world. Erik Mona wrote:A lot of this stuff is definitely in the book.

I know Jason is really interested in doing something with mass combat, so maybe I can press him into putting something together.I promise there will be chase rules.YES!Something I'd like to see is a d20/Pathfinder version of the LifePath character building options seen on some Fuzion-based games (Artesia foremost).While it looks like a bunch of tables at first sight, it actually offers a great way to create colorful PCs for uninspirated gamers (or rookies), teaching in the meanwhile some basic features of the setting. Oooh things I'd like to see included.so many in my head.can't formulate them into coherant thoughts.1. Guilds, affiliations, trade consortiums, Bardic colleges. In particular what type of groups exist in Golaria. How to create one?

What benefits, and problems when you are in one?2. Building of shops (magic, blacksmith, alchemy), or creation of trade routes.

What are the costs of setting one up, maintaining?3. Mass combat rules.YES PLEASE!!Can't wait to see what others would like to see.Segallion. Quote: And I hope that Pett and Logue will do a chapter on 'How to DM for kids: Plush Mountain Massacre done easy'.I strongly second this one: being a RPG old-timer (may be not the only one out there on the boards I suspect;-)), my gamers regularly ask me for an initiation game for some of their 7-8 years old kids (my daughter is only 2+ - she will wait a little bit more for Mr.

Logue's wonderful adventures).Any recommendations (and why not a 3-4 pages scenario as a dowloadable bonus pdf?) whould be greatly appretiated. I have read exchanges about this on the boards sometimes, but your input - O Paizo Mogols - would be most welcome! Quote: And I hope that Pett and Logue will do a chapter on 'How to DM for kids: Plush Mountain Massacre done easy'.I strongly second this one: being a RPG old-timer (may be not the only one out there on the boards I suspect;-)), my gamers regularly ask me for an initiation game for some of their 7-8 years old kids (my daughter is only 2+ - she will wait a little bit more for Mr. Logue's wonderful adventures).Any recommendations (and why not a 3-4 pages scenario as a dowloadable bonus pdf?) whould be greatly appretiated.

I have read exchanges about this on the boards sometimes, but your input - O Paizo Mogols - would be most welcome!Great topic. Is there an existing thread regarding kids and RP? I run a simple campaign for my kids and their friends and they have a great time. I would love to compare notes. DM Jeff wrote:More than 100 Stat blocks, eh?

OK, that alone is good enough for me, but the rest sounds like sweet, sweet reading (and useful game reference). As for suggestions, sure, just be sure to hit that 100 stat block promise, OK?;-)-DM JeffI'm also excited about this book, but too be honest, I don't need 100 NPC stat blocks. I think that 1) this would take away too many pages that could possibly better be used 2) there are NPC-generator outthere that can do this for you. This is not to say, that there should be no statblocks for NPCs, but perhaps cut the number in (perhaps) half. The freed-up pages could be used for stronghold-rules, UA-like rules and options, traits, or expanded envirnmental rules including rules for adventuring on different planes or something like that. Gorbacz wrote:OK, since the book is apparently in planning phase, here's what I want:- some sort of magic item purchasing system, to avoid the usual 'magic shop' blues,Very interesting. I've been thinking about this recently.

The idea of a 'magic shop' seems unpalatable to me. I mean, how long could, 'Encanters R US' stay open and not be raided, robbed, destroyed and or obliterated by every powerful NPC/monster in a 500 mile radius?In my mind, aside from treasure or buying a magic item from another NPC, it seems reasonable that each new magic item would have to be commissioned from a wizard/sorcerer, etc.Sorry, I am new to these forums, and probably off-topic here.

Anyone know of a thread that already discusses this topic? Erik Mona wrote:I dunno about whore tables.But it does have 'NPC favour' tables.

I guess they include sexual favours, yes?Kill an ogre - lapdance by mayor's daughter (we all know mayors' daughters are always easy)Defeat evil necromancer terrorising forest with undead bunny rabbits and other previously cute critters - threesome with two nymphsAnd so on. We really need guidelines for that sort of thing.We have treasure tables, we should know when a kiss is appropriate, and when a hero can expect to get some play. That's one of the reasons adventurers become adventurers, after all. It's all about money, alcohol and fooling around!Is is that just me and the people I play with. Golem101 wrote:Something I'd like to see is a d20/Pathfinder version of the LifePath character building options seen on some Fuzion-based games (Artesia foremost).While it looks like a bunch of tables at first sight, it actually offers a great way to create colorful PCs for uninspirated gamers (or rookies), teaching in the meanwhile some basic features of the setting.I think we might hold off on that type of thing for a more player-focused book.I love the old 'Central Casting' books, though, which I think pulled this off best.

I'd like to see 'Ye Old Magic Shoppe' concepts addressed.James has said that the players ability to shop and buy better gear is a basic assumption in any Paizo AP. That is, you have to let players sell magic gear and buy the stuff that they want and need. Or, tailor their treasure exactly.But usually the dreaded Magic Item Shop makes me cringe because it shatters my own suspension of disbelief, even as the GM.

I deal with it as best I can.But rather complaining about it, Erik Mona, I'd love to see some insight on how to handle 'shopping for magic gear' in a way that feels smart and looks good.My suggestion. Beastman wrote:I'm also excited about this book, but too be honest, I don't need 100 NPC stat blocks. I think that 1) this would take away too many pages that could possibly better be used 2) there are NPC-generator outthere that can do this for you. This is not to say, that there should be no statblocks for NPCs, but perhaps cut the number in (perhaps) half. The freed-up pages could be used for stronghold-rules, UA-like rules and options, traits, or expanded envirnmental rules including rules for adventuring on different planes or something like that.We may end up trimming some of these if we need to. Watcher wrote:I'd like to see 'Ye Old Magic Shoppe' concepts addressed.James has said that the players ability to shop and buy better gear is a basic assumption in any Paizo AP.

That is, you have to let players sell magic gear and buy the stuff that they want and need. Or, tailor their treasure exactly.But usually the dreaded Magic Item Shop makes me cringe because it shatters my own suspension of disbelief, even as the GM. I deal with it as best I can.But rather complaining about it, Erik Mona, I'd love to see some insight on how to handle 'shopping for magic gear' in a way that feels smart and looks good.My suggestion.Very good suggestion, Watcher.+1Not that a DM needs to be given the right to deal with magic stuff in his campaign as he wishes, but reading the opinions of some respected designers (or fellow DMs) might comfort him in his ruling on that matter or moderate it somewhat.Edit: The 'OK' of the monoculus above me seems to be a good omen.:). Seldriss wrote:Edit: The 'OK' of the monoculus above me seems to be a good omen.:)Indeed!:DAnd, from a certain perspective its not a hard topic. If you want to, you can boil it all down to 'are you going to let them buy stuff or not?' So yeah- you can reduce it down a yes or no question, for sure.Its just that there's a lot painstaking detail in many campaign settings, and trying to wrap my head around this image of a little old man in a shop with a handful of +1 swords.

Well, it always makes me cringe. I'm an old grognard from 1st Edition, and 'the Magic Item Shoppe' is a legacy where I say that the good old days weren't always great.Are magic items for sale always salvage? Are they always custom works (and if so, shouldn't that make them inconvenient to acquire mid-adventure)? Does some mage just make Handy Haversacks to supplement his retirement?LolAgain, it's easy to just let players buy and sell stuff without thinking about it. What I'm proposing is how you do that and make it fit in your campaign world in a cool way. That's a GameMastery topic I'd love to see a few paragraphs about. Can you put something in there about creating a sandbox-style game?

And please feel free to use existing Paizo adventures to build it.I'd also like a summary chart that lists (up to the date of publication) all the Paizo adventures (modules and adventure paths) and what type they are (wilderness, dungeon crawl, city, mixed, etc.) and what levels they are for (again, for plug-and-play or one-shot purposes).Of course, for this last suggestion, a living document that appears on the Paizo website would be fine too.:)1to 50of770.

It’s Monster Hunter Day! It’s Monster Hunter Day!Friends and countrymen, rejoice. Sharpen your blades and prepare your potion jars, because the gaming community is about to absolutely murder some monsters.Maybe you are new to the Monster Hunter franchise, or maybe, like me, you’ve tried it in the past and it just didn’t take. Either way, I have assembled a few tips to help get by while you get your Monster Hunter legs. This is by no means intended to be a definitive guide. Rather, these are little tidbits that are unique to the Monster Hunter Franchise that might be obvious to veteran monster slayers but came as news to me when I played through the game recently.I hope new players find some of this helpful:Sharpen your weapons – While Monster Hunter World is mercifully free from weapons that break, your killing implement of choice still requires regular maintenance.

You start each mission with your weapon fully sharpened, but as you use it you will notice that sharpness gauge (under your health bar in the upper left) slowly decreasing and changing color. It is in your best interest to keep your weapon in peak condition, as a dull weapon does less damage. Longer battles typically have and ebb and flow to them, and there are periods when enemies just kind of wander away. Take advantage of these short breaks to pause to sharpen up. The animation only takes maybe three seconds, and it sharpens your weapon all the way back to peak condition every time it completes.

It is also totally fine to run away from a battle for a moment to sharpen or potion up, then rush back into the fray.Having trouble? Try to go it alone – It might seem counter-intuitive, but if you are battling with a team and you are continuously getting wiped by a vicious monster, consider bailing on your friends and trying the battle solo. It is easy to miss, but when you are soloing a monster and a friend joins, a small blurb appears onscreen that reads “Difficulty adjusted for multiplayer”. That means that the game just pumped that monster you were fighting with an injection of hatred and hit points.

Logically, this means that monsters you battle solo have less hit points and might be more manageable. Trust me, I’m speaking from experience here. My son and I got destroyed by an Anjanath three times before I attempted the fight by myself and beat it on the first try.Bounties/ Resource Control Center – The Resource Control Center is your friend. It is located in the Hub city, down near the trade area. As soon as it opens up (a couple of missions into the story-line), make a beeline for it and pick up some bounties. Bounties are mini-quests that can be accomplished while doing larger quests.

They consist of things like “Mine nine times”, or “Pick up six bugs” or “Do three quests in this area”. Stuff like that just kind of happens when you are playing the game, so it is easy to knock these out and turn them in when you get back to town. They reward you with Armor Spheres, which can be used to improve your gear at the Smithy. As a bonus, there are slots for you to accept several bounties, and there is often overlap in what the Resource Control Center is offering. If you take two bounties for picking mushrooms simultaneously, you can reap double rewards for you efforts.Investigations - In addition to bounties, the RCC offers investigations. These are opportunities to hunt specific monsters within a predetermined time-frame. Completing investigations rewards players with rarer materials and cold hard cash, and are a great way to farm for materials for that sweet hat you are trying to make.Pick up body parts – As you whack away at the giant beasts in Monster Hunter, you will notice that parts of their bodies eventually break off.

You can chop off tails, wings, horns, any manner of monster parts. When this happens, if you can get away with it, sheathe your weapons for a second and pick those severed pieces up. They are basically extra materials that you wouldn’t receive if you just waited for the end of the battle to harvest the monster. Pay special attention to tails, which sometimes can’t be picked up, but can be harvested themselves for extra goodies.Palico tanks – It goes without saying that Monster Hunter World’s cat friends – Palicos – are the best thing since sliced bread. In addition to being adorable, they are able to help in battle in any number of ways, offering heals, dealing damage, and providing comic relief.

Don’t be afraid to let your cute little buddy act as a tank in battle. If Palicos take too much damange and get knocked out, they just get up again eventually. They don’t die permanently, so feel free to let your tiny friend go toe to toe with that giant dragon. He can take it. He loves getting blasted in the face with fire.Materials respawn – Some materials are rarer than others.

When out gathering herbs and mushrooms, be aware that these items will respawn a minute or two after you harvest them. The second you pick something up, the location will be noted on you map for the rest of time, so feel free to swing by a little later for another helping of rare materials.Tracking for cash – There are two forms of currency in Monster Hunter World (don’t worry, you don’t have to pay real-world cash for either of them). Zenny is the standard currency you are rewarded with when completing missions and investigations. When you are tracking monsters in the wild, you are rewarded with Research Points, which can be used at several vendors in the game for bonuses, materials and food.

Research Points are easy to come. You simply have to investigate monster prints and other signs of monster life out in the wild (scratch marks, mucus, stuff like that). Before you know it, you will be swimming in Research Points, so don’t neglect to check out everything you see.Wander environments – There are all sorts of secrets hiding in the beautiful and dense hunting grounds in Monster Hunter. You might be less inclined to wander around when on a timed hunt, so take advantage of excursions. Excursions are non-structured trips into the game’s incredibly detailed and lively worlds.

You can find mini-quests, learn new skills, open up new camps (spawn points), and make friends with wild Palicios. There are all sorts of fun things to play with and discover, so take a break from the grind occasionally and just wander around poking at stuff.Fishing is easy – Do you hate fishing minigames? I hate fishing minigames. I find them to be needlessly complicated, and it seems as though each new game tries to reinvent the wheel in their quest to make fish unobtainable. Monster Hunter World cuts right through that nonsense and delivers one of the simplest fishing minigames I’ve experience.

Simply select your fishing pole, select where you want to cast your lure, and click the button. Hang out and wait for a moment, and a fish will bite (if there is a fish around). Wait until you are sure he is hooked (watch your bobber) and hold down the button to reel him in.

Pay attention, other games.Dodge! – Don’t forget to dodge incoming attacks.

Those monsters are trying to kill you, and you won’t have to heal if you don’t get hit. Just sayin’.I hope these tips soothed the pain of entry a little bit. There is a lot to learn in Monster Hunter World, but don't worry, the game eases you in. The best way to approach Monster Hunter World is to just dive and play. Don’t sweat the details it too much. Things become clear the more time you spend in game. With a game this fun, it will only be a couple of hours before you get your bearings and are killing monsters with the best of them.