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Banning a Player from my Group. Am I Justified?
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<blockquote data-quote="Jhaelen" data-source="post: 3692551" data-attributes="member: 46713"><p>Well, did you point out to him, that D&D3.5 has just about NOTHING in common with AD&D except some fluff?</p><p>I'd also like to mention that it is somewhat understandable that he doesn't want to get the 3.5 PHB. Most of my current players didn't want to when I started my campaign. They wanted to be sure first, they'd like the new edition and the game round had a future.</p><p></p><p>So what I did was to hand out a concise summary of the most important combat rules and point them to a nicely formatted version of the SRD. I also helped each of them individually to create their characters.</p><p>The first couple of sessions were really slow because no one had a firm grasp of the rules. During play I would often explain why I did certain things, pointing out situations that would allow AOOs etc.</p><p></p><p>Two years later all of them have bought one or more of the supplements besides the PHB; one of them has even bought everything available for 3.5 except the adventures.</p><p></p><p>The one most important thing you should tell your problem player is that you will not tolerate rule discussions like the one you described during the game. If everyone but him knows for certain that actions are (or are not) possible then there's no reason to waste time discussing them. You should take the time, though, to explain your actions. Encourage the other players to do this, too.</p><p>Assuming the problem player is principally willing to learn the rules at his own time, he should be able to integrate after a while.</p><p></p><p>Of course, as others have already pointed out, only you can decide if it's worth the effort to you. If you'd rather he didn't continue playing, tell him you expect him to read and learn the rules or he's out.</p><p>Heck, you cannot play ANY kind of game with someone who isn't willing to learn the game's rules - so if that's the case here, there's not even a question.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 3692551, member: 46713"] Well, did you point out to him, that D&D3.5 has just about NOTHING in common with AD&D except some fluff? I'd also like to mention that it is somewhat understandable that he doesn't want to get the 3.5 PHB. Most of my current players didn't want to when I started my campaign. They wanted to be sure first, they'd like the new edition and the game round had a future. So what I did was to hand out a concise summary of the most important combat rules and point them to a nicely formatted version of the SRD. I also helped each of them individually to create their characters. The first couple of sessions were really slow because no one had a firm grasp of the rules. During play I would often explain why I did certain things, pointing out situations that would allow AOOs etc. Two years later all of them have bought one or more of the supplements besides the PHB; one of them has even bought everything available for 3.5 except the adventures. The one most important thing you should tell your problem player is that you will not tolerate rule discussions like the one you described during the game. If everyone but him knows for certain that actions are (or are not) possible then there's no reason to waste time discussing them. You should take the time, though, to explain your actions. Encourage the other players to do this, too. Assuming the problem player is principally willing to learn the rules at his own time, he should be able to integrate after a while. Of course, as others have already pointed out, only you can decide if it's worth the effort to you. If you'd rather he didn't continue playing, tell him you expect him to read and learn the rules or he's out. Heck, you cannot play ANY kind of game with someone who isn't willing to learn the game's rules - so if that's the case here, there's not even a question. [/QUOTE]
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