G'day
I agree with Mark Chance. You should help the other players to play by the rules. Give tactical advice to the newbies (eg. "you could move and take a partial attack, or you could delay until they come up to you and take a full attack which, since your BAB is +6, would give you an extra attack"), and helpfully remind the other experienced player when he has overlooked a rules restriction.
If players take advantages that their characters haven't earned, it robs the players whose characters have earned advantages of their chance to shine. I once played in a long campaign in which [other] players gave their characters abilities that the rules didn't allow, and routinely ignored whole categories of negative modifiers, and the GM never called anyone on it: it robbed the campaign of its savour, IMO.
Furthermore, it won't do the newbies any favours to teach them a way of playing that will involve them in acrimony when they join other, rules-compliant groups.
Regards,
Agback
I agree with Mark Chance. You should help the other players to play by the rules. Give tactical advice to the newbies (eg. "you could move and take a partial attack, or you could delay until they come up to you and take a full attack which, since your BAB is +6, would give you an extra attack"), and helpfully remind the other experienced player when he has overlooked a rules restriction.
If players take advantages that their characters haven't earned, it robs the players whose characters have earned advantages of their chance to shine. I once played in a long campaign in which [other] players gave their characters abilities that the rules didn't allow, and routinely ignored whole categories of negative modifiers, and the GM never called anyone on it: it robbed the campaign of its savour, IMO.
Furthermore, it won't do the newbies any favours to teach them a way of playing that will involve them in acrimony when they join other, rules-compliant groups.
Regards,
Agback