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<blockquote data-quote="Sammael" data-source="post: 1793032" data-attributes="member: 4475"><p>The Sunless Citadel should have most of the creature information you need, so you don't have to worry about it yet. Even though it was written under 3.0 rules, it's still compatible enough with 3.5 that you don't really have to make any modifications to make it work.</p><p></p><p>Be prepared that you'll make mistakes. Probably lots of mistakes early on. But it doesn't matter, because the game is flexible and the only important thing is that everyone's having fun. Don't lose any sleep over forgetting to use a monster's ability or letting a player do something that's beyond the scope of his character's abilities.</p><p></p><p>Since you're probably playing with friends, try not to show favoritism - that is, don't favor one player over the others just because he's a really good buddy. That's one of the most frequent complaints that players have against DMs, and it applies to both new and experienced DMs. </p><p></p><p>Don't let a bad die roll ruin the adventure. If you roll a 20 on a monster's hit against a PC who only has one hit point left, you are well within your right to declare that the PC simply falls unconscious (instead of being torn to shreds by the monster). This "fudging" of the rolls is why many DMs (myself included) roll dice where the players can't see them. On the other hand, some DMs are opposed to fudging the rolls and roll all dice in the open, and let the PCs suffer the consequences.</p><p></p><p>The goal of the game is to have fun. There should be no conflict between the DM and the players, and no-one really "wins" the game. After you are finished with the Sunless Citadel (the PCs will probably reach level 2-3), I'd recommend downloading some of the free adventurers off the WotC site. That way, you'll get a good grip of the game without having to invest a lot of money in the books - because those adventures always have stat blocks and sometimes even specific rules written out.</p></blockquote><p></p>
[QUOTE="Sammael, post: 1793032, member: 4475"] The Sunless Citadel should have most of the creature information you need, so you don't have to worry about it yet. Even though it was written under 3.0 rules, it's still compatible enough with 3.5 that you don't really have to make any modifications to make it work. Be prepared that you'll make mistakes. Probably lots of mistakes early on. But it doesn't matter, because the game is flexible and the only important thing is that everyone's having fun. Don't lose any sleep over forgetting to use a monster's ability or letting a player do something that's beyond the scope of his character's abilities. Since you're probably playing with friends, try not to show favoritism - that is, don't favor one player over the others just because he's a really good buddy. That's one of the most frequent complaints that players have against DMs, and it applies to both new and experienced DMs. Don't let a bad die roll ruin the adventure. If you roll a 20 on a monster's hit against a PC who only has one hit point left, you are well within your right to declare that the PC simply falls unconscious (instead of being torn to shreds by the monster). This "fudging" of the rolls is why many DMs (myself included) roll dice where the players can't see them. On the other hand, some DMs are opposed to fudging the rolls and roll all dice in the open, and let the PCs suffer the consequences. The goal of the game is to have fun. There should be no conflict between the DM and the players, and no-one really "wins" the game. After you are finished with the Sunless Citadel (the PCs will probably reach level 2-3), I'd recommend downloading some of the free adventurers off the WotC site. That way, you'll get a good grip of the game without having to invest a lot of money in the books - because those adventures always have stat blocks and sometimes even specific rules written out. [/QUOTE]
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