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better gaming through chemistry
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<blockquote data-quote="BlueBlackRed" data-source="post: 2704396" data-attributes="member: 24239"><p>To those who think that a book like this won't help anyone, I have to disagree.</p><p></p><p>I've had a player not too long ago who had a bad case of ADHD. There was no hope for him no matter what we tried. So a book such as this would do nothing for him.</p><p></p><p>But we've also had several other players in our group over the years who simply needed a push in the right direction and some basic training. For these guys, a help book could be an invaluable time-saver.</p><p></p><p>When people join our group who have not played D&D 3E, or no D&D at all, we basically help them create their first character.</p><p>That character is always a straight up fighter because they are generally easier to learn than other classes.</p><p></p><p>About 2 years ago we had a guy who was brand new to D&D. He didn't like his fighter after a few weeks of play, so when a new campaign began, he chose not to be a fighter. He decided on a druid/monk for reasons unfathomable by the rest of us.</p><p></p><p>Week after week went by and there wasn't a single session where he didn't slow down the game, spending minutes to figure out his PC's BAB, spell, or other action. And of course his PC was totally innefectual as anything other than a target during combat.</p><p></p><p>And when role-playing was being done, he just kind of sat there quietly listening unless I, the DM, prompted him for something. This is understandable to a point, because we all have to start somewhere.</p><p></p><p>As weeks went by, he learned more and more, but just couldn't get up to speed. And eventually he left for unrelated reasons. Several of our group were glad to see him go.</p><p></p><p>But a player's help book would have been perfect for this guy to at least set him on a path that would get him more enjoyment out of the game and to help him understand why the other players would get frustrated with him.</p></blockquote><p></p>
[QUOTE="BlueBlackRed, post: 2704396, member: 24239"] To those who think that a book like this won't help anyone, I have to disagree. I've had a player not too long ago who had a bad case of ADHD. There was no hope for him no matter what we tried. So a book such as this would do nothing for him. But we've also had several other players in our group over the years who simply needed a push in the right direction and some basic training. For these guys, a help book could be an invaluable time-saver. When people join our group who have not played D&D 3E, or no D&D at all, we basically help them create their first character. That character is always a straight up fighter because they are generally easier to learn than other classes. About 2 years ago we had a guy who was brand new to D&D. He didn't like his fighter after a few weeks of play, so when a new campaign began, he chose not to be a fighter. He decided on a druid/monk for reasons unfathomable by the rest of us. Week after week went by and there wasn't a single session where he didn't slow down the game, spending minutes to figure out his PC's BAB, spell, or other action. And of course his PC was totally innefectual as anything other than a target during combat. And when role-playing was being done, he just kind of sat there quietly listening unless I, the DM, prompted him for something. This is understandable to a point, because we all have to start somewhere. As weeks went by, he learned more and more, but just couldn't get up to speed. And eventually he left for unrelated reasons. Several of our group were glad to see him go. But a player's help book would have been perfect for this guy to at least set him on a path that would get him more enjoyment out of the game and to help him understand why the other players would get frustrated with him. [/QUOTE]
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