Camelot
Adventurer
Thanks to everyone for your advice!
The player built a fighter wielding a two-handed weapon who looked like Arnold Schwarzenegger with high Strength and Constitution. I let him choose from every class, telling him what each meant in a roleplaying sense. As we made the character, he asked me to help him choose feats that would maximize his damage as well as toughness, so he had plenty of hit points. He definitely wanted to be a melee character, no doubt!
In retrospect, maybe he was just commenting on the fact that the monsters were rolling particularly well against him but not against any other party member. He said it jokingly, and we laughed about it, but it only stuck with me because he said it often and I knew that statistically the monsters should be rolling better against him, since they're attacking him more. It was not a big deal, but just an example of how my inexperienced players don't get what DMing really entails.
Speaking of which, my players are definitely inexperienced. We play 4th edition D&D since it came out; I guess I should have mentioned that. None of us, myself included had played any TTRPGs (besides typical board games) before D&D, but I learned it first and taught it to them.
I know all the rules in the game, almost by heart. My players only know the rules that they need to know for their characters. This isn't what annoys me. What annoys me is that they sometimes act as if the only rules they know are the only rules there are, not understanding that I need to know more than they do while running five times as many creatures as them at once. Like I've said, it's not a huge problem, just a small annoyance that sometimes crops up, and I know that it is also half my fault. That's why I want to switch roles with them, so we can all see the game from a different vantage point.
I am not going to force this on any of them, no way. I'm not an evil DM! My main concern is always fun, and if they're sure they wouldn't have fun as the DM, then they won't have to try. But so far all the players I've mentioned this to have said something along the lines of, "Yeah, sure, that sounds cool." One in particular is excited to learn, and has begun planning a storyline (though she won't tell me what it is, since I am going to be playing it!). But I'm going to guide them each individually through what they need to know, one on one, before they actually run a full game.
Sorry I talk so much. =P Thanks again for your help!
Be careful; this sounds like a case that your own expectations may have tarnished what the player was really wanting/expecting. In this case, I think the player may have really wanted to using a ranged character instead of a up-front melee character (being able to deal good damage but avoid taking it in the first place). You, on the other hand were expecting that a fighter should be *required* to be someone who is in the front ranks going toe to toe with the enemy; I don't think your expectations matched the players, nor does it sound you were willing to bend your expectations to consider how to help the player meet his expectations of what the character should be like.
The player built a fighter wielding a two-handed weapon who looked like Arnold Schwarzenegger with high Strength and Constitution. I let him choose from every class, telling him what each meant in a roleplaying sense. As we made the character, he asked me to help him choose feats that would maximize his damage as well as toughness, so he had plenty of hit points. He definitely wanted to be a melee character, no doubt!
In retrospect, maybe he was just commenting on the fact that the monsters were rolling particularly well against him but not against any other party member. He said it jokingly, and we laughed about it, but it only stuck with me because he said it often and I knew that statistically the monsters should be rolling better against him, since they're attacking him more. It was not a big deal, but just an example of how my inexperienced players don't get what DMing really entails.
Not sure if it really fits or not, but your group may be playing a game that is more complicated that you actually would like. If the players are not interested in learning the rules, then this is probably the case. If the players are just inexperienced, then this might not be the case.
Speaking of which, my players are definitely inexperienced. We play 4th edition D&D since it came out; I guess I should have mentioned that. None of us, myself included had played any TTRPGs (besides typical board games) before D&D, but I learned it first and taught it to them.
I know all the rules in the game, almost by heart. My players only know the rules that they need to know for their characters. This isn't what annoys me. What annoys me is that they sometimes act as if the only rules they know are the only rules there are, not understanding that I need to know more than they do while running five times as many creatures as them at once. Like I've said, it's not a huge problem, just a small annoyance that sometimes crops up, and I know that it is also half my fault. That's why I want to switch roles with them, so we can all see the game from a different vantage point.
I am not going to force this on any of them, no way. I'm not an evil DM! My main concern is always fun, and if they're sure they wouldn't have fun as the DM, then they won't have to try. But so far all the players I've mentioned this to have said something along the lines of, "Yeah, sure, that sounds cool." One in particular is excited to learn, and has begun planning a storyline (though she won't tell me what it is, since I am going to be playing it!). But I'm going to guide them each individually through what they need to know, one on one, before they actually run a full game.
Sorry I talk so much. =P Thanks again for your help!