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halp! halp! hobgoblins ate my party!
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<blockquote data-quote="radmod" data-source="post: 5360080" data-attributes="member: 93008"><p>For new DMs, as mentioned already, the idea is to start out slow and work your way up. This allows you and the players gradually to become familiar with the rules and with each other. What this can mean is to start with the basics and later to look for specific rules and monsters that need said rules. For example, it may be awhile before anyone grapples. Once you've done some basic stuff you may want to specifically have a 'grappling' encounter. Likewise, have some flunky bull rush or feint. </p><p></p><p>I'm not in favor of the arena battle initially. Instead, give a small encounter vs. one or two creatures before working up to encounters where you have to run multiple monsters, especially if these monsters have more than just basic abilities. For example, you may find you want to have a few straight 'orc-style' battles. Then add a single spell caster in the mix. Then creatures with stranger powers, like pounce or trip, until you get up into spell like abilities.</p><p></p><p>Also, as krup mentioned, many times PCs find they don't like a particular character. I prefer to allow PCs to change their character, even completely up to about third level (all they do is keep their base stat rolls and experience and change anything else).</p><p></p><p>In the beginning, you will need to railroad your characters; that is, essentially tell them what they have to do/where they are going. They can have their freedom to choose later. So hire them to do a job (or tell them they have been hired). That way they know where their target is and can start learning the rules. That's also an easy way to get around the whole "how do we know each other" problem.</p><p>(If they're evil, make them prisoners! I've always loved the "you meet for the first time in jail" scenario.)</p></blockquote><p></p>
[QUOTE="radmod, post: 5360080, member: 93008"] For new DMs, as mentioned already, the idea is to start out slow and work your way up. This allows you and the players gradually to become familiar with the rules and with each other. What this can mean is to start with the basics and later to look for specific rules and monsters that need said rules. For example, it may be awhile before anyone grapples. Once you've done some basic stuff you may want to specifically have a 'grappling' encounter. Likewise, have some flunky bull rush or feint. I'm not in favor of the arena battle initially. Instead, give a small encounter vs. one or two creatures before working up to encounters where you have to run multiple monsters, especially if these monsters have more than just basic abilities. For example, you may find you want to have a few straight 'orc-style' battles. Then add a single spell caster in the mix. Then creatures with stranger powers, like pounce or trip, until you get up into spell like abilities. Also, as krup mentioned, many times PCs find they don't like a particular character. I prefer to allow PCs to change their character, even completely up to about third level (all they do is keep their base stat rolls and experience and change anything else). In the beginning, you will need to railroad your characters; that is, essentially tell them what they have to do/where they are going. They can have their freedom to choose later. So hire them to do a job (or tell them they have been hired). That way they know where their target is and can start learning the rules. That's also an easy way to get around the whole "how do we know each other" problem. (If they're evil, make them prisoners! I've always loved the "you meet for the first time in jail" scenario.) [/QUOTE]
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