So I'm brand new to the game and have been appointed as the DM, I'm running the game for two maybe three individuals who have also never played. I was wondering if starting my players out with a free 'feat' of their choice would be a good way to counter balance some of the fights I may throw their way due to my lack of experience. I've considered running my own character along side the party but would rather focus on DMing until I'm more familiar.
To answer your question: sure. It's your game. As long as the DM and the players agree in advance on the parameters, then literally anything is possible. You could consider letting each character start with one "boon". This could be a bonus feat, or maybe something in the game that gives the character an edge. Like maybe the rogue has a bit of extra starting gold from his criminal past, but is also wanted in a certain area. Maybe the wizard has a spell scroll with an extra 1st level spell on it, from their research. Maybe the cleric's temple entrusted her with a Potion of Healing when they sent her off into the world. As the DM, you are their guide to the world in which they will adventure. You will embody everyone they interact with. This may sound a bit daunting right now, but if I may, I'd love to offer a few pointers to ease you into the chair.
1. It's a game. That's all. As long as everyone is having fun, that's all that matters. That being said - read the books. Get to know the Player's Handbook, the Dungeon Master's Guide and the Monster Manual. You don't have to memorize every rule. Just have a general awareness of where to find answers when you need them. Use colorful Post-It notes for speedy reference.
2. Always try to keep the focus of the game on the story, the narrative, and not on the nitty gritty mathematical mechanics of the numerous rules. The rules are just a framework to help you adjudicate actions. The dice represent the capriciousness of luck and fate. But the meat and potatoes of the game - the reason we play D&D at all - is the story. You'll hear people talk sometimes about "the rule of cool". That basically means that if a player says they'd like to do something and there's no specific rule in the books defining that action, then as the DM, just improvise something reasonable. Rules are important, they make the world feel consistent which helps the players feel immersed in an actual setting. But sometimes, rather than stop the game for 10 minutes while everyone looks up one specific rule and then argues about it, sometimes it's better to just do what feels sensible and keep the story flowing.
3. The DM and the players should agree on certain table etiquette. For example: no cell phones or other distracting devices at the game table (except for emergencies or if someone is using their electronic device for DnDBeyond). Punctuality and attentiveness is also important. Just basic manners. This should be an easy one, I hope.
4. Let the players know in advance that sometimes characters die, and that they should not take the loss personally or get angry when it happens. We've all had characters who died. When it happens, consider letting the player narrate a bit of a heroic explanation of how their character met their fate. Give the character a glorious send off and let the other players get some sort of awareness that their friend's heroism has been rewarded with glory in the next realm.
5. Encourage your players to fully embody their characters. It may feel silly at first, but simply using a new accent and a certain body posture can make all the difference. It'll help the players get out of their own head and get into the character's head. They don't need to go overboard, just enough of a difference so everyone at the table knows when it's the player talking and when it's the character talking.
6. Prepare for each session. Have an idea of where the characters are starting and where they might go. Decide what monsters they're likely to meet in this session and either jot down those page numbers in the Monster Manual or make index cards with the basic stat block of each monster so the info is handy. Also have lists of random names available, or have "Fantasy Name Generator" open on your computer. Players tend to ask for the names of everyone they meet so always have one ready.
7. An adventure is organized like a flow chart. There's a starting point, a decision point, then another decision point off of each of those decision points, and so on. But it should all work its way toward your final goal - which is the BBEG. (The "Big Bad Evil Guy", aka: the showdown with the Final Boss). However, no matter how much planning you do and no matter how many hints you drop, your players will always choose a path you hadn't even considered. Roll with it. Substitute this town name for that town name, put an important NPC in a different building, throw in a roadblock, and before you know it, they're back on track. They'll think you've spent years mapping out every inch of the world while you're sitting behind your DM screen sweating bullets and pulling your hair out.
8. Take notes. Seriously. This is important. Take notes. During the entire session jot down notes of where they've been, who they've talked to, what gear they have acquired, and what hints you have dropped them. Make a quick note on each NPC: the bartender they talked to could be "Kreg, half-orc bartender, patch over one eye, gave rumors about the bad guy". The high priest at the temple might be "Bishop Alasthar, tall, gaunt, stern, hired them to kill the bad guy". As soon as each session ends, spend the next ten minutes in your chair compiling and organizing those notes. Seriously. Your next session will go so much smoother if you don't have to fumble around last minute looking for or trying to remember this info. Also - at the start of each session send a few minutes recapping the previous session and reminding the players where they are and what they were doing.
Well, sorry for the rant. It's late and I'm all hopped up on Dr. Pepper. If there's anything else you need, just hit the forums and there'll always be people here to help out.
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Most of my campaigns are with 1 or 2 PCs, some things I do to help balance it out are:
-when rolling stats, I don’t have any negative modifiers and must have at least 2 15s or higher. (They are heroes after all)
-for enemy damage I just use the number on the dice, no modifiers
-for starting health they get an extra hit die worth. Example: fighter with a +3 constitution gets 10 from max hit die, plus 3 from con mod, plus a roll of a d10.
The feat is a tough call. It will make the characters more powerful, but that might make the encounters boring. If you are all really new to the game, try a published adventure. Many folks recommend Phandelver for people just starting out, as players and as a DM.
And I’d advise against making a PC of your own. You’ll have enough to juggle keeping track of the monsters.
first of all welcome I'd tend to no on that free feat, feats are exceptions to the rules something extra and that just when your all learning the base rules also making a new character using D&D Beyond (which I highly recommend!) might get a little complicated and prerequisite ie have you bought the player hand book from here and have a DM D&D Beyond subscription so that your friends/players have access to the player handbook feats? If your really just starting then the free basic rules is going to be ample IMO
I quite like running a NPC in the group wile DM'ing but then again my group is only two players and it also served as party balance ie they didn't have a healer
“It cannot be seen, cannot be felt, Cannot be heard, cannot be smelt, It lies behind stars and under hills, And empty holes it fills, It comes first and follows after, Ends life, kills laughter.” J.R.R. Tolkien, The Hobbit, or There and Back Again
Balancing encounters doesn't (necessarily) end when Initiative is rolled. If the fight feels like it is going too easy or too hard, even on the second, third, or later rounds, you are free to adjust hit points, abilities, and whatever else you need to for the opponents.
I suggest using the encounter builder and warm up with Easy / Moderate encounters of only one or two monsters.
yeah I agree with Justin, if your players are new giving them something else to choose, learn to understand, and worry about in and out of combat might make the game more taxing instead of more fun. if you want to do something of about equal value, simply give your players an extra ability score improvement at 1st level instead, since feats are supposed to be equal to that +2 total improvement
I don’t like an NPC in the party unless they specifically recruit one. But if they need healing often or something similar, I’ll give them a magic item that can pick up the slack.
So I'm brand new to the game and have been appointed as the DM, I'm running the game for two maybe three individuals who have also never played. I was wondering if starting my players out with a free 'feat' of their choice would be a good way to counter balance some of the fights I may throw their way due to my lack of experience. I've considered running my own character along side the party but would rather focus on DMing until I'm more familiar.
I don't think those are good ideas. First, a new feat at level 1 for new players is yet one more choice that they have to make without knowing much - it's adding more work to character creation, and more imbalance to the characters (since some might pick well and others son't).
I also think running a DM-PC isn't a good idea either.
If you want to start it out easy, just make the encounters slightly easier - you're using the rules for encounter-building, right? So just undertune the encounters a bit and that's it.
I will be holding a session zero before we start the game, I agree that running my own DM-PC would probably be too much at the start. I do plan on making the encounters easy until I get a feel for what the players can do and I am focusing more on their back stories weaving them together with the setting I'm providing. Feats seem controversial, I've decided to give my one player a special item based on his back story and I'll be doing the same for the other when he gives it to me. My players aren't meta gamers, the one really likes the idea of being a hero and the other just wants to see what I do with his character, so making that happen for them(with proper challenge) is my primary goal.
The reason I'm not running a published adventure is because the world building aspect is what made me interested in the first place. I will be running those probably directly afterwards but I felt with all us being new stumbling through an imperfect world, with imperfect play, with imperfect characters just had a lot of appeal. They want to see my character (the world) as much as I want to see theirs.
The feed back has been amazing, I'm glad that I've finally decided to take up the hobby you are all great. :D
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So I'm brand new to the game and have been appointed as the DM, I'm running the game for two maybe three individuals who have also never played. I was wondering if starting my players out with a free 'feat' of their choice would be a good way to counter balance some of the fights I may throw their way due to my lack of experience. I've considered running my own character along side the party but would rather focus on DMing until I'm more familiar.
WELCOME TO D&D!!!
To answer your question: sure. It's your game. As long as the DM and the players agree in advance on the parameters, then literally anything is possible. You could consider letting each character start with one "boon". This could be a bonus feat, or maybe something in the game that gives the character an edge. Like maybe the rogue has a bit of extra starting gold from his criminal past, but is also wanted in a certain area. Maybe the wizard has a spell scroll with an extra 1st level spell on it, from their research. Maybe the cleric's temple entrusted her with a Potion of Healing when they sent her off into the world. As the DM, you are their guide to the world in which they will adventure. You will embody everyone they interact with. This may sound a bit daunting right now, but if I may, I'd love to offer a few pointers to ease you into the chair.
1. It's a game. That's all. As long as everyone is having fun, that's all that matters. That being said - read the books. Get to know the Player's Handbook, the Dungeon Master's Guide and the Monster Manual. You don't have to memorize every rule. Just have a general awareness of where to find answers when you need them. Use colorful Post-It notes for speedy reference.
2. Always try to keep the focus of the game on the story, the narrative, and not on the nitty gritty mathematical mechanics of the numerous rules. The rules are just a framework to help you adjudicate actions. The dice represent the capriciousness of luck and fate. But the meat and potatoes of the game - the reason we play D&D at all - is the story. You'll hear people talk sometimes about "the rule of cool". That basically means that if a player says they'd like to do something and there's no specific rule in the books defining that action, then as the DM, just improvise something reasonable. Rules are important, they make the world feel consistent which helps the players feel immersed in an actual setting. But sometimes, rather than stop the game for 10 minutes while everyone looks up one specific rule and then argues about it, sometimes it's better to just do what feels sensible and keep the story flowing.
3. The DM and the players should agree on certain table etiquette. For example: no cell phones or other distracting devices at the game table (except for emergencies or if someone is using their electronic device for DnDBeyond). Punctuality and attentiveness is also important. Just basic manners. This should be an easy one, I hope.
4. Let the players know in advance that sometimes characters die, and that they should not take the loss personally or get angry when it happens. We've all had characters who died. When it happens, consider letting the player narrate a bit of a heroic explanation of how their character met their fate. Give the character a glorious send off and let the other players get some sort of awareness that their friend's heroism has been rewarded with glory in the next realm.
5. Encourage your players to fully embody their characters. It may feel silly at first, but simply using a new accent and a certain body posture can make all the difference. It'll help the players get out of their own head and get into the character's head. They don't need to go overboard, just enough of a difference so everyone at the table knows when it's the player talking and when it's the character talking.
6. Prepare for each session. Have an idea of where the characters are starting and where they might go. Decide what monsters they're likely to meet in this session and either jot down those page numbers in the Monster Manual or make index cards with the basic stat block of each monster so the info is handy. Also have lists of random names available, or have "Fantasy Name Generator" open on your computer. Players tend to ask for the names of everyone they meet so always have one ready.
7. An adventure is organized like a flow chart. There's a starting point, a decision point, then another decision point off of each of those decision points, and so on. But it should all work its way toward your final goal - which is the BBEG. (The "Big Bad Evil Guy", aka: the showdown with the Final Boss). However, no matter how much planning you do and no matter how many hints you drop, your players will always choose a path you hadn't even considered. Roll with it. Substitute this town name for that town name, put an important NPC in a different building, throw in a roadblock, and before you know it, they're back on track. They'll think you've spent years mapping out every inch of the world while you're sitting behind your DM screen sweating bullets and pulling your hair out.
8. Take notes. Seriously. This is important. Take notes. During the entire session jot down notes of where they've been, who they've talked to, what gear they have acquired, and what hints you have dropped them. Make a quick note on each NPC: the bartender they talked to could be "Kreg, half-orc bartender, patch over one eye, gave rumors about the bad guy". The high priest at the temple might be "Bishop Alasthar, tall, gaunt, stern, hired them to kill the bad guy". As soon as each session ends, spend the next ten minutes in your chair compiling and organizing those notes. Seriously. Your next session will go so much smoother if you don't have to fumble around last minute looking for or trying to remember this info. Also - at the start of each session send a few minutes recapping the previous session and reminding the players where they are and what they were doing.
Well, sorry for the rant. It's late and I'm all hopped up on Dr. Pepper. If there's anything else you need, just hit the forums and there'll always be people here to help out.
HAVE FUN STORMING THE CASTLE!
Tayn of Darkwood. Lvl 10 human Life Cleric of Lathander. Retired.
Ikram Sahir ibn Malik al-Sayyid Ra'ad, Second Son of the House of Ra'ad, Defender of the Burning Sands. Lvl 9 Brass Dragonborn Sorcerer + Greater Fire Elemental Devil.
Viktor Gavriil. Lvl 20 White Dragonborn Grave Cleric, of Kurgan the God of Death.
Anzio Faro. Lvl 5 Prot. Aasimar Light Cleric.
Most of my campaigns are with 1 or 2 PCs, some things I do to help balance it out are:
-when rolling stats, I don’t have any negative modifiers and must have at least 2 15s or higher. (They are heroes after all)
-for enemy damage I just use the number on the dice, no modifiers
-for starting health they get an extra hit die worth. Example: fighter with a +3 constitution gets 10 from max hit die, plus 3 from con mod, plus a roll of a d10.
Thanks for the insight I will be borrowing a lot of the wisdom provided :D
The feat is a tough call. It will make the characters more powerful, but that might make the encounters boring. If you are all really new to the game, try a published adventure. Many folks recommend Phandelver for people just starting out, as players and as a DM.
And I’d advise against making a PC of your own. You’ll have enough to juggle keeping track of the monsters.
first of all welcome
I'd tend to no on that free feat, feats are exceptions to the rules something extra and that just when your all learning the base rules also making a new character using D&D Beyond (which I highly recommend!) might get a little complicated and prerequisite ie have you bought the player hand book from here and have a DM D&D Beyond subscription so that your friends/players have access to the player handbook feats? If your really just starting then the free basic rules is going to be ample IMO
I quite like running a NPC in the group wile DM'ing but then again my group is only two players and it also served as party balance ie they didn't have a healer
“It cannot be seen, cannot be felt, Cannot be heard, cannot be smelt, It lies behind stars and under hills, And empty holes it fills, It comes first and follows after, Ends life, kills laughter.” J.R.R. Tolkien, The Hobbit, or There and Back Again
Balancing encounters doesn't (necessarily) end when Initiative is rolled. If the fight feels like it is going too easy or too hard, even on the second, third, or later rounds, you are free to adjust hit points, abilities, and whatever else you need to for the opponents.
I suggest using the encounter builder and warm up with Easy / Moderate encounters of only one or two monsters.
Site Info: Wizard's ToS | Fan Content Policy | Forum Rules | Physical Books | Content Not Working | Contact Support
How To: Homebrew Rules | Create Homebrew | Snippet Codes | Tool Tips (Custom) | Rollables (Generator)
My Homebrew: Races | Subclasses | Backgrounds | Feats | Spells | Magic Items
Other: Beyond20 | Page References | Other Guides | Entitlements | Dice Randomization | Images Fix | FAQ
yeah I agree with Justin, if your players are new giving them something else to choose, learn to understand, and worry about in and out of combat might make the game more taxing instead of more fun. if you want to do something of about equal value, simply give your players an extra ability score improvement at 1st level instead, since feats are supposed to be equal to that +2 total improvement
I don’t like an NPC in the party unless they specifically recruit one. But if they need healing often or something similar, I’ll give them a magic item that can pick up the slack.
I don't think those are good ideas. First, a new feat at level 1 for new players is yet one more choice that they have to make without knowing much - it's adding more work to character creation, and more imbalance to the characters (since some might pick well and others son't).
I also think running a DM-PC isn't a good idea either.
If you want to start it out easy, just make the encounters slightly easier - you're using the rules for encounter-building, right? So just undertune the encounters a bit and that's it.
I will be holding a session zero before we start the game, I agree that running my own DM-PC would probably be too much at the start. I do plan on making the encounters easy until I get a feel for what the players can do and I am focusing more on their back stories weaving them together with the setting I'm providing. Feats seem controversial, I've decided to give my one player a special item based on his back story and I'll be doing the same for the other when he gives it to me. My players aren't meta gamers, the one really likes the idea of being a hero and the other just wants to see what I do with his character, so making that happen for them(with proper challenge) is my primary goal.
The reason I'm not running a published adventure is because the world building aspect is what made me interested in the first place. I will be running those probably directly afterwards but I felt with all us being new stumbling through an imperfect world, with imperfect play, with imperfect characters just had a lot of appeal. They want to see my character (the world) as much as I want to see theirs.
The feed back has been amazing, I'm glad that I've finally decided to take up the hobby you are all great. :D