I have never seen that in my life. Maybe I am sheltered, but this seems like a caricature of "new school play," rather than something that is actually happening.
All I can say is experiences differ because that is how I see it handled 90% of the time in 5E, and not just in the games I am running or play in, but in the ones I observe
others participating in as well.
What I do see is some DMs offering hints based on an appropriate ability or skill check, but that has always happened in some form or another. As a forever DM, nothing sucks worse than when the party is stymied because you realize that you made a trap or puzzle too hard, and now all the rest of your work is going to go to waste because they give up.
Sure. And I favor the player/PC with high INT making a check for a hint as
@Yaarel mentioned, too. I think that is pretty common as well and a decent middle ground, but the above happens a lot IME, also.
But in general, TTRPG players love collaborating to figure out puzzles. That has never changed. A good puzzle is always appreciated by my players. Our last game of my D&D Club campaign for the term started with a word puzzle trap the players had to solve, and they were all over it.
None of the younger players I play with enjoy figuring out the puzzles and such. Perhaps they are just more "action oriented" and want to "move along to the more fun stuff"? Even when I try using a time element to make the puzzle more "exciting", it flops.
This just sounds like a player learning the ropes, or maybe a player with ADD (I have a fair few of those). D&D has a lot of stuff to track, and while I can sometimes feel a bit frustrated at reminding players, it's always been part of the process.
I agree to an extent, but sometimes enough it just too much. I mean, come on, already! If you want to play the game, eventually you should learn it--including things your PC can do.
I know
@DND_Reborn (who I regularly play with) has gone out of his way to accomodate players, with feature cards, cheat sheets, cliff notes, and even our most recent character sheet design. But I can only hold someone's hand for so long, and frankly I've had players of 5E who were still making those "learning mistakes" after TWO YEARS of playing.
Most DMs are people for whom D&D immediately "clicked," because of the way our brains work. Probably we got it very quickly, and we were likely immediately smitten by the game and wanted to know everything about it. Most humans aren't like that. In my home game, everyone is experienced but no one comes close to my knowledge of the game or intuitive grasp of it. My spouse is fairly hopeless about rules. But they are an amazing role-player and one of the best players I've met.
Sure, and I understand if a player has issue with remembering how a mechanic works, maybe, not not a feature of their PC... they should know those things by heart (or by having handy notes for quick reference!) IMO.
I never expect anyone to know everything (not even DMs!, I know I've forgotten stuff for creatures on occasion!).
As older players, I think we have to be careful about conflating "old school" and "new school" trends in gameplay and design with judgments about older and younger players. Typically, the latter mostly amounts to projecting our own biases and, in the case of older players, forgetting what we were actually like when we were teenagers.
Edit: One thing I have to remind myself is that I am still in high school. The differences between teenagers then and now probably seem less stark to me because I am constantly surrounded by them. My own biases are certainly an issue, as much as for anyone else.
Possibly your experience, but I just can't agree that is mine. When we played as teenagers, ALL the players knew how their characters worked and the basic rules for attacks, dying, etc. Yes, there's a learning curve when you first begin, but they got it. Today, younger players often don't IME and show little inclination to learn those things well enough to play without having to routinely check their phone, laptop, or book for the info; or worse, asking me how it works! I tell them, look it up and write it down so you don't have to look it up again. I do the best I can with them, but man there are times when I am just about fed up with it.
Now, the biggest change I will say I think contributes to this is the switch in OSG to NSP of game/adventure focus to character focus. The DM was expected to master (most) the rules to run the game, the players had very little they had to learn by comparison IMO. With all the traits, features, feats PCs have now, it is a lot more to recall. So, with that in mind, I also work hard to be more understanding. For as long as I can, anyway.
