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<blockquote data-quote="Li Shenron" data-source="post: 7119478" data-attributes="member: 1465"><p>Limiting the <em>amount</em> of material is certainly part of the task of avoiding overwhelming beginners.</p><p></p><p>As a matter of fact, I would strive to implement <em>all </em>simplifications pretty much through limitation of material, rather than <em>changing</em> some rules. If you design a "D&D for Dummies" this way, it becomes 100% compatible with the standard rules, and this can be beneficial in two ways: (1) the transition to the standard rules will require only additions (no changes to what the beginners already know, and (2) it might be even possible to have beginners play the dummy version and others play the standard version at the same table. I actually think the official <strong>Basic</strong> game is very close to this, although I would have made it even simpler by applying the following limitations/selections of material:</p><p></p><p>1) Ability scores: use 1 or 2 possible default arrays for each class (e.g. one Str-focused and one Dex-focused array for Fighters).</p><p></p><p>2) Classes: Fighter (Champion), Cleric (Life), Rogue (Thief), Wizard (Conjuration). I think Conjuration is slightly simpler than Evocation. I wish there was a simpler domain than Life, but all domains are a bit complex.</p><p></p><p>3) Races: default Humans only, as all other races increase complexity significantly... I'd suggest however the possibility of "narratively" play a dwarf, elf or hobbit, without mechanical differences.</p><p></p><p>4) Backgrounds: Soldier, Acolyte, Folk Hero, Sage, with fixed choices (no optional traits/flaws/bonds), and directly associated to each class (Folk Hero for Rogues). Basically, I would present the background as part of the corresponding class, without even mentioning that they are 2 separate things in 5e.</p><p></p><p>5) Spells: pre-selected lists. I would pick iconic and simple spells for the Wizard. I would also not present the complete Cleric list, but instead present a shorter list (maybe even just as many spells as the character can prepare daily, so that she would simply prepare them all). I would avoid all spells that use bonus actions to cast, and spells that require concentration -> this means two less rules to know and monitor during the game.</p><p></p><p>6) Other class special abilities: either pre-selected, or give maximum 2 options to choose from. For example, the Fighter's Fighting Style, I would give a choice between Defense and Dueling (they are super-simple).</p><p></p><p>7) Equipment: preselected at 1st level, possibly 2 variants offered (e.g. greataxe OR sword&board). Keep it at minimum! Just weapons & armors, some obvious class tools (e.g. spellcasting focus, thieves' tools) and a backpack with food & water.</p><p></p><p>8) Obviously no feats or multiclassing.</p><p></p><p>9) Combat: present <em>only</em> the obvious combat options such as Attack, Cast a Spell, and Dash. The only additional action I would present is Disengage, because I would still include OAs in the beginner's game.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7119478, member: 1465"] Limiting the [I]amount[/I] of material is certainly part of the task of avoiding overwhelming beginners. As a matter of fact, I would strive to implement [I]all [/I]simplifications pretty much through limitation of material, rather than [I]changing[/I] some rules. If you design a "D&D for Dummies" this way, it becomes 100% compatible with the standard rules, and this can be beneficial in two ways: (1) the transition to the standard rules will require only additions (no changes to what the beginners already know, and (2) it might be even possible to have beginners play the dummy version and others play the standard version at the same table. I actually think the official [B]Basic[/B] game is very close to this, although I would have made it even simpler by applying the following limitations/selections of material: 1) Ability scores: use 1 or 2 possible default arrays for each class (e.g. one Str-focused and one Dex-focused array for Fighters). 2) Classes: Fighter (Champion), Cleric (Life), Rogue (Thief), Wizard (Conjuration). I think Conjuration is slightly simpler than Evocation. I wish there was a simpler domain than Life, but all domains are a bit complex. 3) Races: default Humans only, as all other races increase complexity significantly... I'd suggest however the possibility of "narratively" play a dwarf, elf or hobbit, without mechanical differences. 4) Backgrounds: Soldier, Acolyte, Folk Hero, Sage, with fixed choices (no optional traits/flaws/bonds), and directly associated to each class (Folk Hero for Rogues). Basically, I would present the background as part of the corresponding class, without even mentioning that they are 2 separate things in 5e. 5) Spells: pre-selected lists. I would pick iconic and simple spells for the Wizard. I would also not present the complete Cleric list, but instead present a shorter list (maybe even just as many spells as the character can prepare daily, so that she would simply prepare them all). I would avoid all spells that use bonus actions to cast, and spells that require concentration -> this means two less rules to know and monitor during the game. 6) Other class special abilities: either pre-selected, or give maximum 2 options to choose from. For example, the Fighter's Fighting Style, I would give a choice between Defense and Dueling (they are super-simple). 7) Equipment: preselected at 1st level, possibly 2 variants offered (e.g. greataxe OR sword&board). Keep it at minimum! Just weapons & armors, some obvious class tools (e.g. spellcasting focus, thieves' tools) and a backpack with food & water. 8) Obviously no feats or multiclassing. 9) Combat: present [I]only[/I] the obvious combat options such as Attack, Cast a Spell, and Dash. The only additional action I would present is Disengage, because I would still include OAs in the beginner's game. [/QUOTE]
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