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DM's: How much do you help out your players in offgame?
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<blockquote data-quote="Cor_Malek" data-source="post: 5337422" data-attributes="member: 91608"><p>I'm with IronWolf on this. It's very possible, that he's not asking for any advice not <em>despite</em> the fact that he doesn't know - but <em>because</em> he doesn't, and feels that he should already.</p><p>Long time aside, he's at newbie level - so treat him like a newbie. If there's a question with game mechanics, not tactics - help him out. For example, correct him: "yes, there actually <strong>is</strong> a spell like that!", but don't say "you should cast detect magic on that rod-like stick before throwing it away, mate". After 2 or 3 AoO, say something like "if you cast spells that close to him, he will do that every round, you know" but not "oh get on that ladder and cast mage armour already!"</p><p>My attitude and gameplay is often reactionary to what I can do with group. If I see that the group is used to railroading, I start with railroad adventures with illusion of choice - and work my way up. On the other hand, when I was grouped with players who <em>really</em> preferred rules light (as in total detest to pretty much any mechanics, "roll" being naughty word even during combat), I tried to slowly introduce various checks (but that example is not perfect, they really <em>preferred</em> low-mechanics RP, so I ceded as GM).</p><p>So in this case I'd aim for no technical aid whatsoever (as it's big part of <em>ability</em> to play a wizard), but start off giving all help necessary (though to a limit).</p><p></p><p>Note, that I presume that all he had until now was what he learned himself + some small info beforehand, not in-game help. If you tried it already for enough time, skip above, and go directly to paragraph below.</p><p></p><p>And if he still fails to learn anything - well not every class is for everyone! I have trouble playing wizards as well - a <em>lot</em>, actually. So my caster of choice is sorcerer, or some character who's casting is only secondary. I suspect that you don't have <em>two</em> wizards, so his lack of abilities hurts not only him - but fellow adventurers as well. Maybe he should just switch classes? I'd trade a bad wizard for competent bard in no time.</p></blockquote><p></p>
[QUOTE="Cor_Malek, post: 5337422, member: 91608"] I'm with IronWolf on this. It's very possible, that he's not asking for any advice not [I]despite[/I] the fact that he doesn't know - but [I]because[/I] he doesn't, and feels that he should already. Long time aside, he's at newbie level - so treat him like a newbie. If there's a question with game mechanics, not tactics - help him out. For example, correct him: "yes, there actually [B]is[/B] a spell like that!", but don't say "you should cast detect magic on that rod-like stick before throwing it away, mate". After 2 or 3 AoO, say something like "if you cast spells that close to him, he will do that every round, you know" but not "oh get on that ladder and cast mage armour already!" My attitude and gameplay is often reactionary to what I can do with group. If I see that the group is used to railroading, I start with railroad adventures with illusion of choice - and work my way up. On the other hand, when I was grouped with players who [I]really[/I] preferred rules light (as in total detest to pretty much any mechanics, "roll" being naughty word even during combat), I tried to slowly introduce various checks (but that example is not perfect, they really [I]preferred[/I] low-mechanics RP, so I ceded as GM). So in this case I'd aim for no technical aid whatsoever (as it's big part of [I]ability[/I] to play a wizard), but start off giving all help necessary (though to a limit). Note, that I presume that all he had until now was what he learned himself + some small info beforehand, not in-game help. If you tried it already for enough time, skip above, and go directly to paragraph below. And if he still fails to learn anything - well not every class is for everyone! I have trouble playing wizards as well - a [I]lot[/I], actually. So my caster of choice is sorcerer, or some character who's casting is only secondary. I suspect that you don't have [I]two[/I] wizards, so his lack of abilities hurts not only him - but fellow adventurers as well. Maybe he should just switch classes? I'd trade a bad wizard for competent bard in no time. [/QUOTE]
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