iheartlargeblasttemplates wrote:Hello,
Me and my friends just recently decided to start playing D&D, i was wondering if you had any advice for beginners. Things to avoid? Things not to do? Things to do? Character Creation advice? Dungeon Master Advice?
Sunday we played our first game, the first time DM did a great job it was a lot of fun, only problem we had was we are playing 4th edition and the adventure he used was 3.5 so we didnt have one challenging fight, but we pointed that out so next one he will use a 4.0 adventure. Other problem was we didnt really have a reason to be in the dungeon, we had no objective it seemed like. When i asked what is our goal, why are we here? He said hmm not sure, i guess its just a basic dungeon crawl, just killing monsters. Besides those two minor things we had a lot of fun and cant wait for our next session.
yeah, 3.5 and 4.0 have some very different 'expectations' as far as encounters. 3.0/3.5 allow some fun 'monster building' as the
GM can (without house ruling) do a lot to give key monsters character levels, templates, and such to make them more dynamic and memorable. A big 'thing' in that edition is that Monsters are pretty much identical to player characters, with all the good and bad things that provides. At mid-high levels this can get frustrating as character classes will have a lot of X/day limited powers for the controller to track, so
GMs tend to use 'basic' monsters and maybe 1-2 creative template/class monsters as major characters as they have to keep all of the opposition in their head as well as the player characters.
4.0 encounters work best when crafted with the system in mind. A lot of encounters I've seen have two-3 "variants" of a monster, so instead of fighting Orks you fight Ork Bruisers, Ork Archers, and an Ork Shaman. Each variant has 1-2 special abilities that are likely either at-will or once per encounter. The Bruisers might have a gang-up power that gives them bonuses for having friends adjacent that they can use at-will, while the shaman might have a big nasty area-of-effect status effect they can use once/encounter. There may also be Minions, which have higher defenses than normal but are killed by one hit. They're fun for
GMs as they can control a horde of threats, and fun for players because they let your characters have the feel of wading through a ton of enemies.
The idea behind 4th is that the
GM has a lot less tracking, but the downside is that some find the encounters a bit too 'thin' as the monsters are really only there for the players to fight, and have a bit less of a feel of being part of a living, breathing world. It's a definite tradeoff.
As to character creation: basically I'd say just don't allow characters that don't make sense, and you'll probably be fine. As a player, it can be frustrating if your character is noticeably less useful than the others because of a bad character creation or similar. This is probably why most
RPGs have moved away from excessive randomization in character creation...
Most adventures have some plot hooks, but some may leave it up to the
GM. It's your group's call as to how much time to spend. Sometimes a simple dungeon crawl is fun,a fter all.