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D&D 5E A player's responsibility with regard to the rules

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"Wait, which one is the d8 again?”


“What do I have to roll to make an Investigation check?”


“I rolled a 5 damage.” “Did you add your Strength bonus?” “What’s a Strength bonus?"





5e is a very welcoming game! With so many available pre-generated characters, a new player can sit down at a gaming table and get started with no preparation whatsoever. And that’s wonderful!


But after a session or two, while some players eagerly devour the rulebooks, others can’t be bothered to remember even the most basic concepts. To some extent, that’s just the way it is. Not all players are the same, and their differences should be welcome.


Some players just want to describe what their characters do and find out the consequences. Some just want to participate in the story. Others just want the pleasure of hanging out with their friends and doing a common activity.


I think D&D 5e is pretty tolerant of that. As long as a player understands how to respond when a roll is called for, this works in most situations.


Still, it would be nice if combat didn’t grind to a halt every time the wizard had to look up the rules for casting Magic Missile? I’m really not a rule-oriented gamer. Character-based collaborative storytelling is my favorite mode. But with a heroic setting as a backdrop, the rules can facilitate that, especially if the participants know the ones they need to pretty well.





With that in mind, what rules is it reasonable to simply expect players to know and understand? Which ones should be priorities for them to learn? What is a player's responsibility with regard to learning the rules?


I took a stab at this thought experiment below, but I’d love to hear others’ thoughts! I’m assuming a lazy but well-intentioned player—one who enjoys the game and wants the others at the table to enjoy it, but who really isn’t going to read the rulebooks three times for pleasure. These players need to concern themselves mostly with the rules that directly affect their character, but they won’t be motivated to learn rules beyond those that come up in play and involve them.


I think this is a discussion of an “ideal.” I have players who seem stuck only halfway through the SUPER-BASIC KNOWLEDGE section literally months after starting to play. I understand they don’t particularly enjoy the mechanics. (One of them calls it the “math,” although honestly the arithmetic is pretty simple.) But I also admit that I and other players get a little tired of explaining how to do such basic things as make an attack roll or skill check. But I’ll keep playing with people like these if they bring something else to the game, and I think most people have the potential to do that. This is just examining the question from the perspective of ideal rules knowledge.




SUPER-BASIC RULES KNOWLEDGE
These are rules that everyone really should know. They might not know them when they first sit down to a gaming table, but they probably should by the time their first session is over.



  • Which die is which and the basic language of die-rolling (like what 2d8+3 means and how to roll percentile dice).
  • How to make any ability check, skill check, initiative roll, saving throw, attack roll, or damage roll called for by the DM (but it’s not necessary to know when these will be called for).
  • That combat takes place in turns governed by initiative.
  • What hit points are.
  • A general sense of the layout of the character sheet, and a sense of what the key terms on the sheet mean.


BASIC RULES KNOWLEDGE
These are the rules players should learn over the first few sessions of play. They’re probably rules they can pick up by playing at a table with a reasonably knowledgeable DM and other players. Players may not always remember all the details, here, but they should know the rules exist, understand the terminology, and even have a sense of where to find out more.



  • The general mechanics behind their key class abilities, including how often they can be used and a general sense of the benefit. (For instance, a first-level can rage twice before taking a long rest and can really take a beating while raging.) Some of the subtle mechanics may still need to be looked up, but the gist is there. (For instance, a rogue player may not know all the circumstances in which sneak attack damage applies, but is looking for opportunities to use it.)
  • The general mechanics behind their key racial characteristics as they relate to play (but not necessarily character creation).
  • The breakdown of a turn in combat (that is, Move + Action), and a good idea of the key possible Actions (but they probably won’t remember them all).
  • What bonus actions and reactions are (although players who don’t have such things at first level may not get a feel for these for a while).
  • How to spend hit dice during a rest.
  • The benefits to them individually from the two types of rest.
  • That falling to zero hit points doesn’t mean you’re dead.
  • Broadly, how to level up.
  • For spellcasters: What spells they know, what spells they have prepared, how many they can cast in which circumstances, and the gist of what their spells do. They should understand the basics of spellcasting as it relates to the spells they use—for instance, that spells have range, that they have a Spell save DC, how to make spell attack rolls—but mechanics can absolutely be checked.


CORE RULES KNOWLEDGE
If all the players at the table have the level of familiarity described here, the rules can support and facilitate fantastic interactive storytelling rather than getting its way. Acquiring this level of knowledge may take some minor effort on the part of the players. That is, they may have to actually read some of the rules—in some cases more than once! And if they have a question that comes up at the table, they should remember the answer so it won’t come up and stop the flow again.



  • A real understanding of their character’s individual abilities, and how they affect actions in combat and play out of combat. For instance, a player whose character dual-wields should know that the off-hand attack is a bonus action that doesn’t benefit from the attribute bonus (unless, of course, the character has another ability that affects that). A monk should know how Flurry of Blows works. A warlock should understand the benefits of his chosen Eldirtch Invocations. Looking up certain mechanics will be necessary from time to time, but the DM shouldn’t have to remind players of their abilities or explain the general way they work. Notes on complex mechanics that come up often should be on hand.
  • How death saves work.
  • All ten actions available in combat.
  • What opportunity attacks are.
  • That knocking a creature out is an option.
  • For spellcasters: How concentration works.
  • For spellcasters: How bonus-action spells work.
  • For spellcasters: The mechanics of the spells they use. At least, the mechanics should be on hand for rapid check when needed.
  • A willingness to think ahead to their turn even when it isn’t their turn.


So are my first thoughts, ultimately, about players really ought to know when playing D&D, especially after they’re more than a handful of sessions into the game. A lot of this knowledge can come simply through attentive play, but some does indeed require reading a few pages of the rules.




A side thought:
CHARACTER CREATION KNOWLEDGE
Players may well create characters before mastering what’s in the Core Rules Knowledge section. Making frequent use of rulebooks while creating characters is fine. It certainly doesn’t slow play down. In fact, creating characters maybe one tool that does a lot toward helping players acquire some of the basic knowledge they need to get beyond the super-basic level! The degree to which individual players master character creation depends, on think, on the degree to which those players enjoy it, but it is certain that characters with more general rules knowledge will see the benefit of choices made during character creation more than those who know only the minimum.


This applies to leveling characters up, too. (And of course, what happens when leveling up can affect choices even at a character’s initial creation.) The niceties of multi-classing, of feats, and other optional or esoteric choices are there for the taking for those who look for them, but they’re not mandatory for anyone.


 

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Still, it would be nice if combat didn’t grind to a halt every time the wizard had to look up the rules for casting Magic Missile? I’m really not a rule-oriented gamer. Character-based collaborative storytelling is my favorite mode. But with a heroic setting as a backdrop, the rules can facilitate that, especially if the participants know the ones they need to pretty well.
Spells aren't going to get simpler or fewer, so that ship's sailed. Steer a player who can't handle it to a non-caster is about the only solution.

With that in mind, what rules is it reasonable to simply expect players to know and understand?
Maybe it's because I've run a lotta introductory games and campaigns for casual players, but, really, not much. If a player pays attention, is engaged, and describes what they want to do, I'm fine with reminding them what die to roll every time, if need be.

Which ones should be priorities for them to learn?
"Declare an action and wait for the DM to call for a check." Seriously, I wish more experienced players would prioritize learning that one. You do not call out the result of a check before even saying why you're making it. "I got a 23, is he lying?"

Apart from that, how to roll a check, how to track your hps, your character's abilities, your character's next several class levels, etc... there's a whole lot to learn, learn the directly-applicable stuff first, it's going to be different for each character.

What is a player's responsibility with regard to learning the rules?
I think it's fine for players to learn by playing. Their responsibility is to engage with the experience, have fun, and not ruin it for others.

Actually, the unwritten "Don't be a Jerk" rule should be prioritized...
;)
 


Simplify the game.

Let the players use average damage and write it on their own character sheets for each weapon or cantrip attack. It saves worrying about which dice to roll.

Put away your dice and resolve everything that is hit-or-miss, including attacks, with the toss of a coin. It's just as exciting. Advantage means you get two tries.

For initiative, everybody rolls a d20 and whoever gets highest starts. Then you go round the table.

Ask the players to copy out their own spell cards. They only need a few each session and if they have written them out themselves, they will remember them better.

It's not 5e as you know it, but if the players are happy and having fun you are getting it right.
 

The players' responsibility to the rules is minimal in my view. The rules are tools that serve the DM. All a player need do is say what they want to do (goal and approach) and the DM takes care of the rest.

Of course, one can play a game without knowing the rules, but the more one knows the rules, the more effective and reliable a teammate that person is. So if the player is the sort of person who wants to be effective and reliable, he or she should put some time into learning how to play his or her character well. That's especially true if the rest of the players are paying a heavy price for that player not doing so, being a team game and all.

In D&D, "winning" is defined as everyone having fun and telling a memorable story by playing. That doesn't require rules knowledge on the part of the players, but it tends to be a more achievable goal in my experience when they make a reasonable effort.
 

I don't expect new players to know all, or even many, of the rules. But by the time they've had several sessions under their belt, I'd expect them to have the basic concepts down. And after a while, they should know the rules that impact their PC. I don't ever expect players to know all the rules because they don't need to. But at least know what your PC can do and how he or she functions.

I've gamed with someone and after literally years, they still kept forgetting how basic attack and damage rolls worked. And no, they weren't mentally challenged. They just didn't bother to put in any time outside of the game session itself to learn how their PC worked, and didn't really seem to care all that much. Incredibly frustrating.
 

For me, I'll give a new player a few weeks to get acquainted with the character and the rules, for at least his character. If, after about a month, you still don't know what the features of your class do, I might take you aside privately and let you know to read the books, take notes if you need to, etc. If it continues, I'll have a sterner talk, and let them know that they can't continue playing until they at least make an effort.

I know of one player in another group that's been playing for a month, and still has no clue what his features are. And it's not like he's playing a wizard or anything. He's a ranger.
 

Encourage spellcasters to make spellbooks or spellcards that they can quickly refer to during the game. I certainly do it for my spellcasting NPCs and the 5e grimoire (may WotC forgive us) makes it a doddle to copy and paste!

No excuses :)
 

I do not expect my players to have a deep understanding of the rules, but I appreciate when they do. Many of my players are far more experienced with TTRPGs than I am and some have a detailed understanding of the rules as they play more and also DM. I like it that when something uncommon comes up, they can state the rule. I don't mind a little rule lawyering, but my players are mature and once I make a decision—even if they disagree—they run with it and keep the game running.

I do also have inexperienced players in some of my games or play with them at Con games and for the most part, I don't get my undies in a bunch over them not remembering rules. For some people this stuff comes more naturally than to others. But I do have some pet peeves.

The main one is less about not knowing the rule and more about not being ready when it is your turn to act. These are the players who probably stand in line at McDonalds for 10 minutes and haven't bothered to decide what to order in that time, waiting until they get to the front of the line, holding it up for everyone behind them. If someone has never been to McDonalds and are looking at the menu for the first time, the delay and dithering is even worse. Same with players who don't know the rules. Having to look something up does not generally affect others if you do it one other players turns, but if you don't bother doing so until it is your turn—you are compounding ignorance with rudeness.

Players playing spell casters are the worst offenders of ignorant-delayers in my experience. If you are going to play a spell caster, you don't have to have every spell memorized, but buy the Galeforce 9 spell cards, or print the spell summaries from your Hero Lab character sheet, or take some notes on the back of your handwritten paper character sheet! It is rude to hold up the action for a table of players while you try to find a spell. If you do need to look it up or refer to card, try to do it before it is your turn in initiative order. If you don't have spell cards or printed summaries, then you should at least have a copy of the Players Handbook so you are not constantly begging to borrow someone else's to look up your spells.

New/lazy players who want to play a spell castor should not play wizards or clerics. They take too much time determining their spells after long rests. Have them play a Warlock or Sorcerer where they only have to worry about changing out spells after leveling up.

Of course you can have this issue with any character class. But spell caster just have a lot more potential actions they need to understand and it take less time to reexplain to a fighter how to determine the damage they do, which generally requires only referencing your character sheet, then it does to look up and understand a spell.

I can understand every now and then being caught flatfooted, perhaps needing to use a spell or ability you rarely use or that is new to you. But if a player is slowing down the game several times a session looking up information, the DM should make skip that player and come back to the player at the end of initiative order. Maybe even make that player lose a turn if the delays become egregious.

While I am overall forgiving about this when playing games with friends or at conventions, I really get annoyed with live-stream sessions where players seem to not bother to learn even the basics of their character even after several sessions. Dice, Camera, Action was one of the worst offenders. I understand having new players to make viewers new to the game feel more comfortable, etc. But after hour and hour of play, some of the players still did not know what their characters can do or how their abilities worked. Not only did I find that to be rude to the Chris Perkins (the GM), but rude to the audience. Slowing down a game this way may be tolerable when you are participant, but it just kills the pacing for the audience in a streamed game. It is one of the main reasons that I become bored with Dice, Camera, Action.
 

I'll take a player that has to keep asking me what a strength bonus is over one that tries to exploit the rules any day.

I have a player that would find playing anything other than a Champion difficult, but when she describes what her character does so vividly, and never in game terms, it's a joy for me to determine what rules best apply to what she is trying to accomplish.
 

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