Hi everyone, l am somewhat new to dnd,and have so far only DMed a short one shot homebrew for a school project,but l have lots of ideas but no one to play with,so till then,do any of you more experienced dms have any advice for a noob like me? (other then not to compare myself/the group to matt mercer and the critical roll cast, cause only they are that amazing)
(copyed from latter comment l made)
l would like any advice really,(other then how to find a group,as l have had lots of that kind already) for example:
how to properly scale a encounter (l dont want to be like the dm in the 70s cartoon and throw something like tiamat at a lv 1 party)
or when to give advantage/disadvantage.
or what order should l run the adventure books in,and when should l use a homebrew story.
or if l should play by ear,plan everything in advance,or (as l expect) a bit of both.
or when to say NO.
or lf a tpk happens,should l end the game/make them make new characters,or just retcon the events and have it be a bad dream?
l am sure a good number of questions and problems can be resolved by looking in the dm guide,but at the moment l do not have any of the books,otherwise l might not have even made this thread.
Start up a discord group. Post that you're looking for players in the lfp thread. Have a set day and time for each week or whenever. Plenty of players and DMS looking to play a game. Including myself. You'll find people quickly though discord.
If you are looking for advice on finding a group to play with and/or DM for, here's some ideas for places to start:
- Ask those friends at school, especially the ones who might have played in or seen your school project! If you don't have luck there widen your search to family and friends outside school. - Stop by your friendly local game store, library, or local community center and ask them about playing in or running D&D games. - Are you a fan of any D&D live play shows like Critical Role, High Rollers, or Rivals of Waterdeep? Join their forums/discord/facebook groups and see about finding players there! - We have a Looking For Group section on this forum, as well as one on our discord ( https://discord.gg/dndbeyond ). Read the instructions on how to post in those places and post away!
Start up a discord group. Post that you're looking for players in the lfp thread. Have a set day and time for each week or whenever. Plenty of players and DMS looking to play a game. Including myself. You'll find people quickly though discord.
l have heard of discord but l donk fully know what it is. would l be required to buy a headset to use a voice chat? money is tight at the moment.
If you are looking for advice on finding a group to play with and/or DM for, here's some ideas for places to start:
- Ask those friends at school, especially the ones who might have played in or seen your school project! If you don't have luck there widen your search to family and friends outside school. - Stop by your friendly local game store, library, or local community center and ask them about playing in or running D&D games. - Are you a fan of any D&D live play shows like Critical Role, High Rollers, or Rivals of Waterdeep? Join their forums/discord/facebook groups and see about finding players there! - We have a Looking For Group section on this forum, as well as one on our discord ( https://discord.gg/dndbeyond ). Read the instructions on how to post in those places and post away!
Good luck in finding a group!
thank you,and yeah, l am on ep 10 of the mighty nien (l have been listening to it while shinyhunting in pokemon sun).
Welcome to the hobby! What kinds of advice are you looking for?
anything really,(other then how to find a group,as l have had lots of that kind already) for example,l have been watching critical roll,and l have seen matt sometimes wisper something to his players when they roll good insight checks,why why would he have to wisper something? if its meant to not be known,why tell it,and if it is meant to be known,why not just say it aloud?
or how to properly scale a encounter (l dont want to be like the dm in the 70s cartoon and throw something like tiamat at a lv 1 party)
or when to give advantage/disadvantage.
or what order should l run the adventure books in,and when should l use a homebrew story.
or if l should play by ear,plan everything in advance,or (as l expect) a bit of both.
or when to say NO.
or lf a tpk happens,should l end the game/make them make new characters,or just retcon the events and have it be a bad dream?
l am sure a good number of questions and problems can be resolved by looking in the dm guide,but at the moment l do not have any of the books,otherwise l might not have even made this thread.
for example,l have been watching critical roll,and l have seen matt sometimes wisper something to his players when they roll good insight checks,why why would he have to wisper something? if its meant to not be known,why tell it,and if it is meant to be known,why not just say it aloud?
Because sometimes it is information that the other players wouldn't know, and he as DM decides it is "cooler" only to give the information to one player and allow him/her to choose when and/or if it is shared with the rest of the group. It could for instance be linked to parts of the characters past that the other players haven't learned about yet.
It's not done that often in D&D (I think), but in some other RPG's it can become really frustrating. In some games sending secrets notes back and forth between the DM and players can be a real annoyance... Especially more backstabbing games. My experience is that it can be cool to do it sometimes, but don't make it a norm. It can lead to players distrusting each other.
GodrickGreat has made a good point. I’d like to add to it that Mr. Mercer knows that he can trust his players not to be @$$hats, that’s how he can get away with it.
CR (Challenge Rating) can be a useful tool for balancing encounters. I have found that if the “bad guys” have more attacks than the players it’s generally harder for them. For the most part (within reason) as long as the PCs have as many/more attacks total per round than the “bad guys” they usually don’t have too hard of a time.
As far as stuff like advantage goes it mostly just follows logical sense. Use your instincts and you will probably be mostly right most of the time (which is about the best that most of us manage most of the time to be perfectly honest with you).
This is a link to one of the best resources I have ever found for both new and experienced DMs. It’s not a bible, but it’s an excellent start. I am an educator by profession and I can honestly say that Mr. Colville is one heck of a good teacher.
Matt MErcer does the whispers when one character makes an insight check. With their group it's probably more fun to only reveal the results of the insight check to the player that made it, not to everyone. That group is big on staying in character anyway, so it's easier for them to roleplay not knowing something when they actually don't know it.
To your other questions:
About scaling an encounter: the Dungeon Master's Guide has a section on encounter building and comparing the CR and total XP value of monsters in a fight vs. your party makeup. There are also tools here on DDB and things like Kobold Fight Club that can help run those numbers, but it's an imprecise thing, and is widely affected by the skill level and gear your players have, and takes some trial and error.
For advantage/disadvantage - there are some things that grant those conditions by definition in the rules. If a player is prone, attackers have advantage on melee attacks but disadvantage on ranged attacks, for example. In other cases, you just have to decide based on the situation. Have the PCs already pissed off a shopkeeper? Then they have disadvantage on persuade checks and probably get charged higher prices. Have the PCs managed to get an NPC drunk? Then they probably have advantage to deception checks. Or whatever.
What order to run the adventure books in? Whatever order you want. BUT if you want to start with first-level characters pick one for 1st-level characters, like Lost Mine of Phandelver, Dragon of Icespire Peak, The Sunless Citadel, etc.
When should you use a homebrew story? Whenever you want, but I'd suggest starting with a published adventure first so you can get the hang of the rules without needing to worry about balancing all the encounters and building it all from scratch.
This is a link to one of the best resources I have ever found for both new and experienced DMs. It’s not a bible, but it’s an excellent start. I am an educator by profession and I can honestly say that Mr. Colville is one heck of a good teacher.
No problem. I have been playing (and off-and-on DMing) since 2e, I still learn and improve every game. Take it slow and have fun. As long as everyone is having fun you get to play more. The more you play, the more practice you get. The only significant difference between you and others is how much time they have had to practice their skills. So as long as your group is having fun then you’re doing it right.
To your point about pre-published vs home made adventures it’s entirely up to you. I frequently use published adventures (I use old ones from the ‘80s-‘90s) but I link them together in my own ways. They are not designed to link together (mostly) but I have learned ways to connect them through different means. Is there a Rogue in the party? Then that’s a perfect excuse to foreshadow the thieves’ guild stuff from that adventure into this one so they seem to fit together and I get to look smarter than I am. 😉🤫
This is a link to one of the best resources I have ever found for both new and experienced DMs. It’s not a bible, but it’s an excellent start. I am an educator by profession and I can honestly say that Mr. Colville is one heck of a good teacher.
You beat me to Matthew Colville! Dang it!
Seriously, I cannot emphasize enough how useful his videos were to me as I was starting DMing. I started playing and DMing D&D just over 2 years ago, and I was terrible when I first started. The best lesson that I ever got from Colville was this.
You will be a terrible DM. Don't think I'm insulting you or being mean in any way, it is just a fact. Everyone starts out as a terrible DM. I was a horrible, awful DM that fell for all of the rookie mistakes, and my first campaigns were absolute messes. But, becoming a good DM takes experience, months and years of experience of learning the rules, creating stories while still allowing players to be in the stories as well.
DMing isn't an ability, it is a skill. You get better and better at it over time, and though you may not start out great, you will eventually become good if you truly work hard. When I started being a DM I watched every single Matthew Colville video, just because of his skill, and the stories and lore he'd share. I loved and still love watching his videos just because of how experienced he is. Don't be intimidated by everything you need to do as a DM, it is fun, and there is almost nothing more rewarding to do than to hear your players say that you are a great DM.
I love being a DM, I am thankful to my cousin for introducing me to D&D, even though he was a terrible DM, but I eventually learned that the DM and players are equal. In Critical Role, Matt Mercer isn't in the spotlight for the amazing stories and encounters and roleplaying he does, every player is the focus. Your job is to get your players to a point where they are comfortable acting and having fun around people, and you will remember your adventures for ever.
Good luck! You will be great.
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Please check out my homebrew, I would appreciate feedback:
Matt MErcer does the whispers when one character makes an insight check. With their group it's probably more fun to only reveal the results of the insight check to the player that made it, not to everyone. That group is big on staying in character anyway, so it's easier for them to roleplay not knowing something when they actually don't know it.
It's also worth noting that Mercer DMs in a way that's fun/interesting to watch and in a way that works well for his group. Not every DM has to be like him. All that matters is that you DM in a way that your group enjoys (and you enjoy), whether or not it's what Mercer does :)
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Hi everyone, l am somewhat new to dnd,and have so far only DMed a short one shot homebrew for a school project,but l have lots of ideas but no one to play with,so till then,do any of you more experienced dms have any advice for a noob like me? (other then not to compare myself/the group to matt mercer and the critical roll cast, cause only they are that amazing)
(copyed from latter comment l made)
l would like any advice really,(other then how to find a group,as l have had lots of that kind already) for example:
how to properly scale a encounter (l dont want to be like the dm in the 70s cartoon and throw something like tiamat at a lv 1 party)
or when to give advantage/disadvantage.
or what order should l run the adventure books in,and when should l use a homebrew story.
or if l should play by ear,plan everything in advance,or (as l expect) a bit of both.
or when to say NO.
or lf a tpk happens,should l end the game/make them make new characters,or just retcon the events and have it be a bad dream?
l am sure a good number of questions and problems can be resolved by looking in the dm guide,but at the moment l do not have any of the books,otherwise l might not have even made this thread.
Start up a discord group. Post that you're looking for players in the lfp thread. Have a set day and time for each week or whenever. Plenty of players and DMS looking to play a game. Including myself. You'll find people quickly though discord.
Welcome to being a DM, and thank you!
If you are looking for advice on finding a group to play with and/or DM for, here's some ideas for places to start:
- Ask those friends at school, especially the ones who might have played in or seen your school project! If you don't have luck there widen your search to family and friends outside school.
- Stop by your friendly local game store, library, or local community center and ask them about playing in or running D&D games.
- Are you a fan of any D&D live play shows like Critical Role, High Rollers, or Rivals of Waterdeep? Join their forums/discord/facebook groups and see about finding players there!
- We have a Looking For Group section on this forum, as well as one on our discord ( https://discord.gg/dndbeyond ). Read the instructions on how to post in those places and post away!
Good luck in finding a group!
Find me on Twitter: @OboeLauren
Welcome to the hobby! What kinds of advice are you looking for?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
l have heard of discord but l donk fully know what it is. would l be required to buy a headset to use a voice chat? money is tight at the moment.
thank you,and yeah, l am on ep 10 of the mighty nien (l have been listening to it while shinyhunting in pokemon sun).
anything really,(other then how to find a group,as l have had lots of that kind already) for example,l have been watching critical roll,and l have seen matt sometimes wisper something to his players when they roll good insight checks,why why would he have to wisper something? if its meant to not be known,why tell it,and if it is meant to be known,why not just say it aloud?
or how to properly scale a encounter (l dont want to be like the dm in the 70s cartoon and throw something like tiamat at a lv 1 party)
or when to give advantage/disadvantage.
or what order should l run the adventure books in,and when should l use a homebrew story.
or if l should play by ear,plan everything in advance,or (as l expect) a bit of both.
or when to say NO.
or lf a tpk happens,should l end the game/make them make new characters,or just retcon the events and have it be a bad dream?
l am sure a good number of questions and problems can be resolved by looking in the dm guide,but at the moment l do not have any of the books,otherwise l might not have even made this thread.
Because sometimes it is information that the other players wouldn't know, and he as DM decides it is "cooler" only to give the information to one player and allow him/her to choose when and/or if it is shared with the rest of the group. It could for instance be linked to parts of the characters past that the other players haven't learned about yet.
It's not done that often in D&D (I think), but in some other RPG's it can become really frustrating. In some games sending secrets notes back and forth between the DM and players can be a real annoyance... Especially more backstabbing games. My experience is that it can be cool to do it sometimes, but don't make it a norm. It can lead to players distrusting each other.
Ludo ergo sum!
GodrickGreat has made a good point. I’d like to add to it that Mr. Mercer knows that he can trust his players not to be @$$hats, that’s how he can get away with it.
CR (Challenge Rating) can be a useful tool for balancing encounters. I have found that if the “bad guys” have more attacks than the players it’s generally harder for them. For the most part (within reason) as long as the PCs have as many/more attacks total per round than the “bad guys” they usually don’t have too hard of a time.
As far as stuff like advantage goes it mostly just follows logical sense. Use your instincts and you will probably be mostly right most of the time (which is about the best that most of us manage most of the time to be perfectly honest with you).
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
This is a link to
one ofthe best resourcesI have ever found for both new and experienced DMs. It’s not a bible, but it’s an excellent start. I am an educator by profession and I can honestly say that Mr. Colville is one heck of a good teacher.Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Matt MErcer does the whispers when one character makes an insight check. With their group it's probably more fun to only reveal the results of the insight check to the player that made it, not to everyone. That group is big on staying in character anyway, so it's easier for them to roleplay not knowing something when they actually don't know it.
To your other questions:
About scaling an encounter: the Dungeon Master's Guide has a section on encounter building and comparing the CR and total XP value of monsters in a fight vs. your party makeup. There are also tools here on DDB and things like Kobold Fight Club that can help run those numbers, but it's an imprecise thing, and is widely affected by the skill level and gear your players have, and takes some trial and error.
For advantage/disadvantage - there are some things that grant those conditions by definition in the rules. If a player is prone, attackers have advantage on melee attacks but disadvantage on ranged attacks, for example. In other cases, you just have to decide based on the situation. Have the PCs already pissed off a shopkeeper? Then they have disadvantage on persuade checks and probably get charged higher prices. Have the PCs managed to get an NPC drunk? Then they probably have advantage to deception checks. Or whatever.
What order to run the adventure books in? Whatever order you want. BUT if you want to start with first-level characters pick one for 1st-level characters, like Lost Mine of Phandelver, Dragon of Icespire Peak, The Sunless Citadel, etc.
When should you use a homebrew story? Whenever you want, but I'd suggest starting with a published adventure first so you can get the hang of the rules without needing to worry about balancing all the encounters and building it all from scratch.
thanks, l will take a look.
No problem. I have been playing (and off-and-on DMing) since 2e, I still learn and improve every game. Take it slow and have fun. As long as everyone is having fun you get to play more. The more you play, the more practice you get. The only significant difference between you and others is how much time they have had to practice their skills. So as long as your group is having fun then you’re doing it right.
To your point about pre-published vs home made adventures it’s entirely up to you. I frequently use published adventures (I use old ones from the ‘80s-‘90s) but I link them together in my own ways. They are not designed to link together (mostly) but I have learned ways to connect them through different means. Is there a Rogue in the party? Then that’s a perfect excuse to foreshadow the thieves’ guild stuff from that adventure into this one so they seem to fit together and I get to look smarter than I am. 😉🤫
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
You beat me to Matthew Colville! Dang it!
Seriously, I cannot emphasize enough how useful his videos were to me as I was starting DMing. I started playing and DMing D&D just over 2 years ago, and I was terrible when I first started. The best lesson that I ever got from Colville was this.
You will be a terrible DM. Don't think I'm insulting you or being mean in any way, it is just a fact. Everyone starts out as a terrible DM. I was a horrible, awful DM that fell for all of the rookie mistakes, and my first campaigns were absolute messes. But, becoming a good DM takes experience, months and years of experience of learning the rules, creating stories while still allowing players to be in the stories as well.
DMing isn't an ability, it is a skill. You get better and better at it over time, and though you may not start out great, you will eventually become good if you truly work hard. When I started being a DM I watched every single Matthew Colville video, just because of his skill, and the stories and lore he'd share. I loved and still love watching his videos just because of how experienced he is. Don't be intimidated by everything you need to do as a DM, it is fun, and there is almost nothing more rewarding to do than to hear your players say that you are a great DM.
I love being a DM, I am thankful to my cousin for introducing me to D&D, even though he was a terrible DM, but I eventually learned that the DM and players are equal. In Critical Role, Matt Mercer isn't in the spotlight for the amazing stories and encounters and roleplaying he does, every player is the focus. Your job is to get your players to a point where they are comfortable acting and having fun around people, and you will remember your adventures for ever.
Good luck! You will be great.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
It's also worth noting that Mercer DMs in a way that's fun/interesting to watch and in a way that works well for his group. Not every DM has to be like him. All that matters is that you DM in a way that your group enjoys (and you enjoy), whether or not it's what Mercer does :)