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NightCleric
2017-08-13, 11:12 AM
Hello all. This is my first post here, my first attempt DM'ing & i haven't played (outside of Video Games) since 1986... So be gentle. LOL

Anyway, i've convinced my wife and daughter to try D&D and I'm going to be the DM. I'm going to run them through the Lost Mines of Phandelver, but I've read a bit that the encounters can be brutal. That worried me as it would just be them playing (two person party) and they've expressed intrest in playing a Rogue Assassin and a Fighter. No healing...

So, i considered creating a NPC Life Cleric to help them through and teach them that DPS isn't everything in our game.

That being said, my question is what will be my concerns in running the NPC's (Neutral & Baddies) as well as a NPC party member? Any and all help is welcome and thanks in advance for your input.

Marcloure
2017-08-13, 11:21 AM
One of the main problems I see with DMPCs is when the PCs rely on your character to make the decisions, as he would be the "voice of the Game Master" and has superior vision. Also, I don't like when I have to keep roleplaying him in conversations and end up "talking to myself". So, most of the DMPCs I use to help small parties are mute for some reason (usually used as future plot hook), are kind of dumb, don't have self expression, don't like to talk, can't be fully trusted by the PCs, etc.

Millstone85
2017-08-13, 11:26 AM
he would be the "voice of the Game Master"And this particular DMPC being a cleric would not help avoid that impression. Enlightened by the one true god of the setting.

BW022
2017-08-13, 11:53 AM
I would avoid DMPGs. You have enough to worry about as a new DM... and don't need to deal with running a character, while trying to avoid overshadowing your players. My advice...

1. Find another (hopefully experienced) DM or player. Either play or have them play in a helper role.

2. Pick another adventure. There are lots of short 5E adventurers out there. Get the players to say 2nd or 3rd-level and then they'll be better at deal with a set adventure.

3. Give the players some starting items -- some extra potions of healing, a few scrolls, etc.

4. Have an NPC, but they only stay for the first part of the module and they stay out of any combat. A traveling merchant (with some armor, weapons, potions, etc.) or a druid passing through who is willing to heal them after the first couple of fight.

Noble_berserker
2017-08-13, 12:15 PM
I like DMPCs, I use them when needed. The first thing you should do, is make it clear that he is a character like all others and they should not rely on him, as he is not all-knowing. Have him make mistakes and all that. That can be kind of tough if you are just starting DMing though. If I didn't want to use a DMPC I would make up a story of how they got to meet the dwarf and some minor jobs they might have done until the adventure actually starts. I would make sure they are at least level 3. The adventure will still be tough for them, but they could possibly survive through it. Add a few extra potions as loot, and you are set. (Don't allow more rests, that would get them used to just spending all their resources and just resting.)

Sariel Vailo
2017-08-13, 12:20 PM
Dont dmpc everytime they finish an encounter give em a healing potion.

Sigreid
2017-08-13, 12:48 PM
For a 2 person party, I would also cut the encounters in half. i.e. if it says 4 goblins, it's two goblins. Single creature encounters would be the same. As someone said earlier, be generous with healing potions and call it good.

NightCleric
2017-08-13, 12:49 PM
One of the main problems I see with DMPCs is when the PCs rely on your character to make the decisions, as he would be the "voice of the Game Master" and has superior vision. Also, I don't like when I have to keep roleplaying him in conversations and end up "talking to myself". So, most of the DMPCs I use to help small parties are mute for some reason (usually used as future plot hook), are kind of dumb, don't have self expression, don't like to talk, can't be fully trusted by the PCs, etc.

Makes total sense, and i talk to myself anyway... They'll never know.


And this particular DMPC being a cleric would not help avoid that impression. Enlightened by the one true god of the setting.

I'm thinking of playing the cleric as a too cool to care type character. I can give them the "Whatever.."


I would avoid DMPGs. You have enough to worry about as a new DM... and don't need to deal with running a character, while trying to avoid overshadowing your players. My advice...

1. Find another (hopefully experienced) DM or player. Either play or have them play in a helper role.

2. Pick another adventure. There are lots of short 5E adventurers out there. Get the players to say 2nd or 3rd-level and then they'll be better at deal with a set adventure.

3. Give the players some starting items -- some extra potions of healing, a few scrolls, etc.

4. Have an NPC, but they only stay for the first part of the module and they stay out of any combat. A traveling merchant (with some armor, weapons, potions, etc.) or a druid passing through who is willing to heal them after the first couple of fight.

1. Not possible as of now. The wife is a bit self conscious about this.
2. That's a great Idea, i might. I just assumed the starter would be less intense.
3. Already on this. 3 minors apiece
4. Great Ideas, Thanks!


I like DMPCs, I use them when needed. The first thing you should do, is make it clear that he is a character like all others and they should not rely on him, as he is not all-knowing. Have him make mistakes and all that. That can be kind of tough if you are just starting DMing though. If I didn't want to use a DMPC I would make up a story of how they got to meet the dwarf and some minor jobs they might have done until the adventure actually starts. I would make sure they are at least level 3. The adventure will still be tough for them, but they could possibly survive through it. Add a few extra potions as loot, and you are set. (Don't allow more rests, that would get them used to just spending all their resources and just resting.)

I'll try him at first and let him leave if it's too difficult and then boost the potions. Great point about the Resource conservation, though.


Dont dmpc everytime they finish an encounter give em a healing potion.

Got ya!

Thanks all for the input!

NightCleric
2017-08-13, 12:50 PM
For a 2 person party, I would also cut the encounters in half. i.e. if it says 4 goblins, it's two goblins. Single creature encounters would be the same. As someone said earlier, be generous with healing potions and call it good.

Would that not make some of the encounters seem weak? or will they not notice?

Sigreid
2017-08-13, 12:53 PM
Would that not make some of the encounters seem weak? or will they not notice?

Some might seem a little weak, but what we're literally talking about is half strength encounters for a half strength party. Some of the fights will be easy, but with a full party some of the fights are already easy.

It will still be rough for new players. And you can dial it up a little if you think it's too easy as the module goes on.

NightCleric
2017-08-13, 12:56 PM
Some might seem a little weak, but what we're literally talking about is half strength encounters for a half strength party. Some of the fights will be easy, but with a full party some of the fights are already easy.

It will still be rough for new players. And you can dial it up a little if you think it's too easy as the module goes on.

Got ya. Thanks.

NightCleric
2017-08-13, 12:57 PM
Any thoughts on Magic Items? When is the right time? What is too powerful?

Sigreid
2017-08-13, 01:02 PM
Any thoughts on Magic Items? When is the right time? What is too powerful?

I would stick to the items in the module for this one. It's actually pretty generous.

Anymage
2017-08-13, 01:03 PM
There are variant options in the DMG for different ways to adjudicate shore rests and/or hit dice. (Healing Surge and/or Epic Heroism.) The healing surge variant in particular should make a dedicated healbot character unnecessary.

If you still want to have a life cleric tagging along to heal people up and cast whatever utility spells, the big thing to remember is that simply having an NPC tagging along isn't a problem in and of itself. It's when the NPC dominates the plot. Sometimes by taking lead of the party, more often by being used to show off how cool and badass the NPC happens to be. An NPC who takes little initiative and is treated more like a party resource than an actual character is unlikely to step on any toes. Whether you want to have a walking first aid kit as a party resource or whether you'd prefer giving the PC's another intrinsic healing ability themselves is up to you.

NightCleric
2017-08-13, 01:10 PM
I would stick to the items in the module for this one. It's actually pretty generous.

Great! Thanks again

NightCleric
2017-08-13, 01:12 PM
There are variant options in the DMG for different ways to adjudicate shore rests and/or hit dice. (Healing Surge and/or Epic Heroism.) The healing surge variant in particular should make a dedicated healbot character unnecessary.

If you still want to have a life cleric tagging along to heal people up and cast whatever utility spells, the big thing to remember is that simply having an NPC tagging along isn't a problem in and of itself. It's when the NPC dominates the plot. Sometimes by taking lead of the party, more often by being used to show off how cool and badass the NPC happens to be. An NPC who takes little initiative and is treated more like a party resource than an actual character is unlikely to step on any toes. Whether you want to have a walking first aid kit as a party resource or whether you'd prefer giving the PC's another intrinsic healing ability themselves is up to you.

Yeah, the balance was what i was concerned with. Thanks

Hrugner
2017-08-13, 02:35 PM
On occasions when I feel the party needs help, I try to avoid the DMPC thing by ensuring that the NPC isn't always the same person. Use NPCs from the world and story to fill in gaps temporarily but be ready to kill them, discard them, or have them part ways with the party for various reasons. Surrendering monsters are often a good source for temporary NPC aid. Also, while you don't want to mislead the party with the NPCs, don't be afraid to make them wrong about things.

Millstone85
2017-08-13, 03:11 PM
Use NPCs from the world and story to fill in gaps temporarily but be ready to kill them, discard them, or have them part ways with the party for various reasons.So, followers?

Hrugner
2017-08-13, 03:43 PM
So, followers?

something between followers, which are typically an extension of player intent, and DMPCs, which are typically the DM playing with themselves.

NightCleric
2017-08-13, 07:01 PM
So, followers?


something between followers, which are typically an extension of player intent, and DMPCs, which are typically the DM playing with themselves.

Hmmmm... followers could work with the Noble background used by the premade toons

Beelzebubba
2017-08-13, 07:18 PM
Back in the old days, we called 'em Henchmen. :smallcool:

IMO that type of pairing is a perfect set-up for Fafhrd and the Gray Mouser shenanigans. Give them some contacts that are Clerics or Wizards, colorful characters that are there to provide assistance and assign jobs to them, and they go out all kitted up from those outside sources.

Remember, there is no reason for you to run a standard game here. It can be anything.

NightCleric
2017-08-13, 07:25 PM
Back in the old days, we called 'em Henchmen. :smallcool:

IMO that type of pairing is a perfect set-up for Fafhrd and the Gray Mouser shenanigans. Give them some contacts that are Clerics or Wizards, colorful characters that are there to provide assistance and assign jobs to them, and they go out all kitted up from those outside sources.

Remember, there is no reason for you to run a standard game here. It can be anything.

That's perfect. Thank you