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DMs: what have you learned from PLAYING that has made you a better DM?
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<blockquote data-quote="roguerouge" data-source="post: 4738663" data-attributes="member: 13855"><p>What I've learned from playing recently:</p><p></p><ul> <li data-xf-list-type="ul">It's completely okay to run modules. They're fun on both sides of the screen. </li> <li data-xf-list-type="ul">The players are responsible for making sure that their party complement works. The DM can nudge things a bit one way or another to compensate for unusual choices, but eventually, the party's going to pay for their decision to have two blasters, three skill monkeys, a cleric and a tin can. Sometimes the fault lies in yourselves, not the designer.</li> <li data-xf-list-type="ul">Rangers are a terribly designed character class, especially as meleers. Track never gives you mission-critical information, as what happens if you blow the roll? They suffer from a scorching case of Multiple Ability Score Dependency. They can best hit low AC brutes who will absolutely clobber them due to the Ranger's low AC and medium HP. And the depend on DM Fiat/Pity for their favored enemy stuff to elevate them to inadequacy. </li> <li data-xf-list-type="ul">Physical scouting does not work in DnD. The risks vastly outweigh the rewards. </li> <li data-xf-list-type="ul">Your skill as a DM is not measured by your plot. </li> <li data-xf-list-type="ul">Leave multiple clues and don't punish players for needing them. Give rewards if the players don't need them.</li> <li data-xf-list-type="ul">Once a few PC deaths occur, there is a real danger of a party-wide death spiral. </li> <li data-xf-list-type="ul">Adjust your plot hooks to allow PCs to rest. The worst thing you can do is to force PCs to take on the BBEG in their 4th or 5th encounter of the day. I ran a player of an 11th level bard (with several minions) through Crown of the Kobold King and she died because the "save the children" plot hook made resting impossible and implausible. That module was allegedly for a party of 4 2nd level characters!</li> </ul></blockquote><p></p>
[QUOTE="roguerouge, post: 4738663, member: 13855"] What I've learned from playing recently: [LIST] [*]It's completely okay to run modules. They're fun on both sides of the screen. [*]The players are responsible for making sure that their party complement works. The DM can nudge things a bit one way or another to compensate for unusual choices, but eventually, the party's going to pay for their decision to have two blasters, three skill monkeys, a cleric and a tin can. Sometimes the fault lies in yourselves, not the designer. [*]Rangers are a terribly designed character class, especially as meleers. Track never gives you mission-critical information, as what happens if you blow the roll? They suffer from a scorching case of Multiple Ability Score Dependency. They can best hit low AC brutes who will absolutely clobber them due to the Ranger's low AC and medium HP. And the depend on DM Fiat/Pity for their favored enemy stuff to elevate them to inadequacy. [*]Physical scouting does not work in DnD. The risks vastly outweigh the rewards. [*]Your skill as a DM is not measured by your plot. [*]Leave multiple clues and don't punish players for needing them. Give rewards if the players don't need them. [*]Once a few PC deaths occur, there is a real danger of a party-wide death spiral. [*]Adjust your plot hooks to allow PCs to rest. The worst thing you can do is to force PCs to take on the BBEG in their 4th or 5th encounter of the day. I ran a player of an 11th level bard (with several minions) through Crown of the Kobold King and she died because the "save the children" plot hook made resting impossible and implausible. That module was allegedly for a party of 4 2nd level characters! [/LIST] [/QUOTE]
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