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A (very green) Newbie DM Question
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<blockquote data-quote="Pentius" data-source="post: 5681635" data-attributes="member: 6676736"><p>This could make it easier, as well as harder. Harder because they're griping, but easier because it means they probably don't know the rules either. 3.5 and 4 are different games, mechanically speaking, so their expertise in one isn't necessarily going to highlight your lack of expertise in the other. they'll have a basic understanding of play, but they aren't likely to catch it if you accidentally the goblin's damage modifier wrong, sort of thing.</p><p></p><p> Most of the mechanics will be in the player's books, with monster abilities generally in the monster books. So, if you're looking for the nuts and bolts of combat or what-have-you, that is the book to look in. </p><p>Guiding principle: Create situations, not plots. Though players will generally go in the right general direction(helping the villagers fight off the goblins instead of turning around and helping the goblins raid the village), their specific actions can make creating a plot seem forced at times. So set them with situations. That way when they do something unexpected, you will be less unprepared.</p><p></p><p></p><p>I'd suggest the following. Create or find some pre-generated characters and encounters. Have Tonya over(since she's new, too), and run some mock combats. Nothing too rooted in story or situation, just an exercise in finding out what the experience is going to demand from you both. The boys can come if they want, but this is going to be a much more basic exercise than they likely are interested in. Less about discovering the intricacies of rule interaction and more about remembering where the numbers on the sheets are, how many actions you get on a turn, etc.</p><p></p><p>Also, for rules stuff in general, if you don't know something, don't be afraid to just make a judgement that "seems fair", and then look it up after the game. You can always use the 'official' solution next time.</p></blockquote><p></p>
[QUOTE="Pentius, post: 5681635, member: 6676736"] This could make it easier, as well as harder. Harder because they're griping, but easier because it means they probably don't know the rules either. 3.5 and 4 are different games, mechanically speaking, so their expertise in one isn't necessarily going to highlight your lack of expertise in the other. they'll have a basic understanding of play, but they aren't likely to catch it if you accidentally the goblin's damage modifier wrong, sort of thing. Most of the mechanics will be in the player's books, with monster abilities generally in the monster books. So, if you're looking for the nuts and bolts of combat or what-have-you, that is the book to look in. Guiding principle: Create situations, not plots. Though players will generally go in the right general direction(helping the villagers fight off the goblins instead of turning around and helping the goblins raid the village), their specific actions can make creating a plot seem forced at times. So set them with situations. That way when they do something unexpected, you will be less unprepared. I'd suggest the following. Create or find some pre-generated characters and encounters. Have Tonya over(since she's new, too), and run some mock combats. Nothing too rooted in story or situation, just an exercise in finding out what the experience is going to demand from you both. The boys can come if they want, but this is going to be a much more basic exercise than they likely are interested in. Less about discovering the intricacies of rule interaction and more about remembering where the numbers on the sheets are, how many actions you get on a turn, etc. Also, for rules stuff in general, if you don't know something, don't be afraid to just make a judgement that "seems fair", and then look it up after the game. You can always use the 'official' solution next time. [/QUOTE]
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