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<blockquote data-quote="Herobizkit" data-source="post: 5610034" data-attributes="member: 36150"><p>Twice now, I've found myself joining a gaming group where all of the players and the DM have only been playing the game for 2 years or less; many of those people have JUST started their first ever character.</p><p></p><p>When I joined the 4e group, this was fine, as I was familiar with the system but hadn't actually played a game, and the DM was running Keep on the Shadowfell for at least a second time. That group was cool, and we had fun.</p><p></p><p>The new group I've joined is... well... disjointed. We're playing 3.5 rules. The DM has re-started his homebrew game that's been on hiatus for nearly a year. His 'main' players (the ones that are most often available) have advanced to level 5; he has 3-4 interim players that are randomly available. He's currently running us through a randomly generated dungeon, getting us to check every door for traps, and the new players are still struggling with what their characters can do or how to work as a group.</p><p></p><p>The 'main' characters are a Tiefling Psion (with a rich background), a real-life couple playing a Rogue and a Warrior, and a make 1 mod 0 newbie who's been given a 3rd level Cleric to figure out (he's doing it well but he's too low a level to really help us out). Myself, I've opted for a comparatively complex character as the DM is pretty laid back when it comes to character design and changes. I'm playing a Warforged Warlock/Paladin of Freedom who is pretty much a Swiss army knife of abilities.</p><p></p><p>I feel guilty for using my advanced knowledge of the game to tweak my character. He's not power-gamed, but he IS exceptionally well-rounded to tackle most in-game issues.</p><p></p><p>a) He's got a magic ranged touch attack.</p><p>b) He's got a +1 spiked chain.</p><p>c) He's got the Shatter invocation (which makes short work of all doors, including the randomly generated locked doors with the DCs ranging from 10-40).</p><p>d) He's got the spider climb invocation and a<em> ring of feather falling.</em></p><p>e) He's got a wand of cure light wounds, building towards the ability to use any magic item through Use Magic Device.</p><p></p><p>Basically, I came prepared for any situation. I'm only going to be with the group until September, then my character will be gone.</p><p></p><p>I'm going to be playing my second session tomorrow, and the DM is allowing a handful of interim characters to join in.</p><p></p><p>I guess I'm rambling, but what I'd like to know is, what have (or what would) you other player/DM's do in such a situation? I feel like I have all the "power" and it's hard watching others struggle... but I don't want to dictate everyone's actions, either.</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 5610034, member: 36150"] Twice now, I've found myself joining a gaming group where all of the players and the DM have only been playing the game for 2 years or less; many of those people have JUST started their first ever character. When I joined the 4e group, this was fine, as I was familiar with the system but hadn't actually played a game, and the DM was running Keep on the Shadowfell for at least a second time. That group was cool, and we had fun. The new group I've joined is... well... disjointed. We're playing 3.5 rules. The DM has re-started his homebrew game that's been on hiatus for nearly a year. His 'main' players (the ones that are most often available) have advanced to level 5; he has 3-4 interim players that are randomly available. He's currently running us through a randomly generated dungeon, getting us to check every door for traps, and the new players are still struggling with what their characters can do or how to work as a group. The 'main' characters are a Tiefling Psion (with a rich background), a real-life couple playing a Rogue and a Warrior, and a make 1 mod 0 newbie who's been given a 3rd level Cleric to figure out (he's doing it well but he's too low a level to really help us out). Myself, I've opted for a comparatively complex character as the DM is pretty laid back when it comes to character design and changes. I'm playing a Warforged Warlock/Paladin of Freedom who is pretty much a Swiss army knife of abilities. I feel guilty for using my advanced knowledge of the game to tweak my character. He's not power-gamed, but he IS exceptionally well-rounded to tackle most in-game issues. a) He's got a magic ranged touch attack. b) He's got a +1 spiked chain. c) He's got the Shatter invocation (which makes short work of all doors, including the randomly generated locked doors with the DCs ranging from 10-40). d) He's got the spider climb invocation and a[I] ring of feather falling.[/I] e) He's got a wand of cure light wounds, building towards the ability to use any magic item through Use Magic Device. Basically, I came prepared for any situation. I'm only going to be with the group until September, then my character will be gone. I'm going to be playing my second session tomorrow, and the DM is allowing a handful of interim characters to join in. I guess I'm rambling, but what I'd like to know is, what have (or what would) you other player/DM's do in such a situation? I feel like I have all the "power" and it's hard watching others struggle... but I don't want to dictate everyone's actions, either. [/QUOTE]
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