D&D General How long do new players get before they're expected to know the rules?


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Henry

Autoexreginated
I’m going to go even further and say it depends on the group. In a group of long-time role players (such as my regular groups) a new player would probably get about six months (for us that’s about 12 sessions) to get at least the basics down of attack rolls, damage rolls, saving throws, the most core mechanics, with more time to get familiar with fiddly bits like races, feats, class abilitie, spells, etc. Hell, I’ve been playing for years and still get that stuff wrong. However, I would stress the importance of writing down those basic bits, to condense it into a simple dice + adds formula for the saves, attacks, damage, etc that they are always using.

We have fun, but we’re pretty serious about our game, and if someone is obviously actively not putting effort into the most low-hanging fruit such as how their most “go-to” actions work, then we would cut them less slack than someone who is obviously trying hard and actively contributes to the story and the fun.

On the other hand, if the group was a group founded to find new players, or meant to encourage the hobby as a whole, then the patience level should be by rights much higher.
 


The comic provided (whatever authorial intent) isn't really about not knowing core rules, it's about a mage (it seems wizard) not knowing what her available spells do, being overwhelmed by all of it, and perhaps being indecisive.

Analysis paralysis is the curse of playing any spellcaster with a large number of spell options. I do "know the rules" of what my wizard character's spells do and I have spent plenty of time stuck trying to process which of the 20-odd spells from my wizard toolbox I could possibly make work to my party's best advantage in a given situation. Often as not none is quite the perfect tool for the job and I have to figure out which can best be made to work under the circumstances, and whether it justifies the resources. Naturally I've never been so flustered as to be unable to just attack with a basic attack spell when my turn finally came up, but up until that moment comes you can sure as hell bet I'm thinking about whether the better solution is actually, somehow, to cast Conjure Pony.

Which is all to say that not only should players have all they time it takes for them to know the rules, but also that often when they seem to not "know the rules" that is not the real problem.
 

Khelon Testudo

Cleric of Stronmaus
Played as written, casters need to spend more time to work out their spells. Clerics especially, since they've got the entire spell list to their level to choose from each time. If the DM says, "You spend a peaceful night, and then reach your destination around midday," the casters are going to be scrambling. I've been playing 5e since it came out; but I still panic when the team forget I need to work out my spell list.
 



Charlaquin

Goblin Queen (She/Her/Hers)
Well a player only really needs to know the rules necessary to run one's character. I imagine knowing the attack roll, save roll, and skill check roll will get through the majority of situations in D&D.
That’s about where I’m at. Like, know what to do when I say “make an [ability] check/save” or “make an attack roll,” know what die to roll when you hit with your weapon of choice, and know your spells do if you have any, and you’re pretty much golden.
 

That’s about where I’m at. Like, know what to do when I say “make an [ability] check/save” or “make an attack roll,” know what die to roll when you hit with your weapon of choice, and know your spells do if you have any, and you’re pretty much golden.

True. I'll throw in one more standard to meet: know enough about the setting to understand what the party is doing.
 


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