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New DM in the works.

Long story short, I'm in the works of creating a homebrew one-shot (for now), and I'm looking for generalized tips for preparation.  So far, I've been keeping actual maps down to a minimum, and instead use a story telling method to play. As well, I'm setting up all of the NPCs, and encounters, with a couple extras on the side, should the party decide to go off elsewhere. I am planning on setting up the one-shot as a full campaign, but only after I get into the swing of things, and maybe run this one-shot a couple times around.  Also, some other questions are present.  I was thinking of changing some mechanics for the 5e D&D. IE: One thing I want to alter is determining flanking. A and B are attacking C. To gain advantage on their attack rolls (except for thieves, they ago gain advantage) the average dex of A and B has to beat the dex of C. I know the DMG is more of a guideline, but should I be trying to change mechanics as a new DM? Secondly, what rolls shouldn't I hide? Personally, I wanted to hide the initiative all together, as well as the NPC checks and/or attacks. The reason is, I want to try a be descriptive as I "tell the story" and I feel that hiding the checks/attacks will help stray away bland "hit or no hit" rolls. I think it's more fun to hear that your thirteen roll can either be an axe bouncing off the scales of a dragon versus finding that chink in the armor to embed your dagger.  I apologise if this is a bit all-over-the-place. I was trying to type these questions out before heading off to work, and it's a bit hard to sort through the questions/ideas in my head. 
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Pat S.
Forum Champion
Sheet Author
Due to time constraints in keeping Roll20 going, we only allow discussion directly related to the interface here on the forums. You might try Wizard's forums , the D&D subreddit or other similar sites for your question. I will be closing this thread down.