ok so I'm running call of the netherdeep for a group of 4, it is balanced for a group of 5, I didn't really think this would be a problem at first, but I've got an equal mix of experienced and completely new players, and now that we're a few session in I've noticed the combination of being down a man, and the new players not playing combat as optimally as they could (you know not making efficient use of the action economy, making bad tactical choices etc. nothing that is really their fault just small mistakes you make as part of the learning curve) I don't think either of these things alone would to troubling but together they are meaning that the party seems to be struggling quite a bit and have already nearly had a tpk
so I'm just wondering what's the best way to account for this? should I give them an early level, or should I drop some extra magic loot and potions, or should I just pull my punches a little bit until my new players get past this bump in the learning curve?
Still a new DM myself, so give my advice as much weight as you want. This is why a DM has a screen. You control the monsters, the combat and your dice. Maybe a crit becomes a hit, maybe a d12 becomes a d8 etc. assuming your players trust you they shouldn’t question your dice. Then as the newer players get a bit of experience you play the dice straight
also it helps to sometimes prompt players, remind paladins if smite, rogues how they can achieve sneak attack etc. and same as above as they gain experience you stop reminding them as often.
i also do rule if cool, so will sometimes bend rules for fun
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ok so I'm running call of the netherdeep for a group of 4, it is balanced for a group of 5, I didn't really think this would be a problem at first, but I've got an equal mix of experienced and completely new players, and now that we're a few session in I've noticed the combination of being down a man, and the new players not playing combat as optimally as they could (you know not making efficient use of the action economy, making bad tactical choices etc. nothing that is really their fault just small mistakes you make as part of the learning curve) I don't think either of these things alone would to troubling but together they are meaning that the party seems to be struggling quite a bit and have already nearly had a tpk
so I'm just wondering what's the best way to account for this? should I give them an early level, or should I drop some extra magic loot and potions, or should I just pull my punches a little bit until my new players get past this bump in the learning curve?
Still a new DM myself, so give my advice as much weight as you want. This is why a DM has a screen. You control the monsters, the combat and your dice. Maybe a crit becomes a hit, maybe a d12 becomes a d8 etc. assuming your players trust you they shouldn’t question your dice. Then as the newer players get a bit of experience you play the dice straight
also it helps to sometimes prompt players, remind paladins if smite, rogues how they can achieve sneak attack etc. and same as above as they gain experience you stop reminding them as often.
i also do rule if cool, so will sometimes bend rules for fun