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Help DnD 12 year old DM
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<blockquote data-quote="SonOfLilith" data-source="post: 89079" data-attributes="member: 2241"><p>sure, I'll help.</p><p></p><p>First-mapping. </p><p> I recomend that you use graph paper, it's just easier for judging distance. If you're making a dungeon, put where the PC's start on one end, and where there trying to get to on the other. (This is very hackneyed, but good for starters.) Then, using the squares, draw a "general" path to the goal. This is the correct route. then, draw of-shooting corridors. these wll be dead ends. Next, attacth some rooms to the corridors, and number the rooms. On a seperate peace of paper, write down what is in each room, and number your note so you know what room it is in. It's alot of work, but, your the DM, so it's your job.</p><p></p><p>NPC's- There is a book called "Enimies(sp?) and aliies" (sorry, i'm a horrible speller) that contains a varitie of pre-made NPC's. You can also make NPC's just like you would any other character. Don't put too many in the party though, or else the group will be irritated that your draining the exp. </p><p></p><p>Monsters- Just flip through the MM and see what would be fun to pit them against. The CR should be equal to the groups lvl average as a general rule of thimb for a fair fight, but you can increase it by one, mabey 2 for a harder battle.</p><p></p><p>Iteams- Here is where it is all you're call. If you want them to fight harder monsters sooner, then dish them out like no one's bussiness. If you want to keep them constantly challanged, the hold back a little bit. As a rule of thumb, they should have a net value of magical iteams on them as the character lvl starting cash. (I'm not quite sure what else to call it, but you'll see what I mean in the treasure section of the DMG)</p><p></p><p>Tips- First, never be shy to admit that you've made a mistake. If you gace them a monster that was too powerful to fight, then just say "I'm sorry, lets do it over again, but with an easier beast" Also, if the characters are complaining about the direction your campain is going, change it to accomidate both the player's and your desires. </p><p></p><p>Thats about it. Hope you have fun, and long live the Samuri!</p></blockquote><p></p>
[QUOTE="SonOfLilith, post: 89079, member: 2241"] sure, I'll help. First-mapping. I recomend that you use graph paper, it's just easier for judging distance. If you're making a dungeon, put where the PC's start on one end, and where there trying to get to on the other. (This is very hackneyed, but good for starters.) Then, using the squares, draw a "general" path to the goal. This is the correct route. then, draw of-shooting corridors. these wll be dead ends. Next, attacth some rooms to the corridors, and number the rooms. On a seperate peace of paper, write down what is in each room, and number your note so you know what room it is in. It's alot of work, but, your the DM, so it's your job. NPC's- There is a book called "Enimies(sp?) and aliies" (sorry, i'm a horrible speller) that contains a varitie of pre-made NPC's. You can also make NPC's just like you would any other character. Don't put too many in the party though, or else the group will be irritated that your draining the exp. Monsters- Just flip through the MM and see what would be fun to pit them against. The CR should be equal to the groups lvl average as a general rule of thimb for a fair fight, but you can increase it by one, mabey 2 for a harder battle. Iteams- Here is where it is all you're call. If you want them to fight harder monsters sooner, then dish them out like no one's bussiness. If you want to keep them constantly challanged, the hold back a little bit. As a rule of thumb, they should have a net value of magical iteams on them as the character lvl starting cash. (I'm not quite sure what else to call it, but you'll see what I mean in the treasure section of the DMG) Tips- First, never be shy to admit that you've made a mistake. If you gace them a monster that was too powerful to fight, then just say "I'm sorry, lets do it over again, but with an easier beast" Also, if the characters are complaining about the direction your campain is going, change it to accomidate both the player's and your desires. Thats about it. Hope you have fun, and long live the Samuri! [/QUOTE]
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