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<blockquote data-quote="MarkB" data-source="post: 3038287" data-attributes="member: 40176"><p>One good reason for this is that we learn by doing. If a player never has to think about when to apply a rule, because the other players always do it for him, then he may never achieve a deeper grasp of the rules. I've seen it happen - players who have been playing D&D literally for years, in games with a reasonably strong tactical focus, and yet they still have no real idea how to apply even basic tactical principles like flanking and AoOs.</p><p></p><p>Giving a player hints may help with both realism and effectiveness in the short term, but letting him get to grips with playing his own character, in combat as well as out of it, will leave him a better player in the long run.</p></blockquote><p></p>
[QUOTE="MarkB, post: 3038287, member: 40176"] One good reason for this is that we learn by doing. If a player never has to think about when to apply a rule, because the other players always do it for him, then he may never achieve a deeper grasp of the rules. I've seen it happen - players who have been playing D&D literally for years, in games with a reasonably strong tactical focus, and yet they still have no real idea how to apply even basic tactical principles like flanking and AoOs. Giving a player hints may help with both realism and effectiveness in the short term, but letting him get to grips with playing his own character, in combat as well as out of it, will leave him a better player in the long run. [/QUOTE]
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