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<blockquote data-quote="Black_Staff" data-source="post: 6583803" data-attributes="member: 6791331"><p>I have recently started a new game with my friends. They are relatively new players and i am still a relatively new DM. My experience as a player has taught me that one of the most discouraging things that can happen is to lose a character that you put a lot of thought and time into creating before you had a chance to see what he can do. With that in mind, i have instituted a training wheels system in my game. it not impossible to die in my game, since stupidity is the silent killer, but it is very difficult in the first three levels. in my experience, one of the failings of 5e is that fights at the earliest levels are either patronizingly easy or ridiculously hard. I believe that training wheels benefits the players by giving them a safety net and helps the DM by allowing him to make fun encounters without worrying if he is going to murder his fresh group of noobs. as an example, i have put a river and lake with healing properties in a central location on my map. the map is big enough that they will need to venture away from it to make progress, but it is there. i couldn't find a better way to keep from discouraging my players without overtly intervening. does anybody else have any comments or ideas of their own?</p></blockquote><p></p>
[QUOTE="Black_Staff, post: 6583803, member: 6791331"] I have recently started a new game with my friends. They are relatively new players and i am still a relatively new DM. My experience as a player has taught me that one of the most discouraging things that can happen is to lose a character that you put a lot of thought and time into creating before you had a chance to see what he can do. With that in mind, i have instituted a training wheels system in my game. it not impossible to die in my game, since stupidity is the silent killer, but it is very difficult in the first three levels. in my experience, one of the failings of 5e is that fights at the earliest levels are either patronizingly easy or ridiculously hard. I believe that training wheels benefits the players by giving them a safety net and helps the DM by allowing him to make fun encounters without worrying if he is going to murder his fresh group of noobs. as an example, i have put a river and lake with healing properties in a central location on my map. the map is big enough that they will need to venture away from it to make progress, but it is there. i couldn't find a better way to keep from discouraging my players without overtly intervening. does anybody else have any comments or ideas of their own? [/QUOTE]
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