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<blockquote data-quote="ezo" data-source="post: 9384113" data-attributes="member: 7037866"><p>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 <em>others</em> participating in as well.</p><p></p><p></p><p>Sure. And I favor the player/PC with high INT making a check for a hint as [USER=58172]@Yaarel[/USER] mentioned, too. I think that is pretty common as well and a decent middle ground, but the above happens a lot IME, also.</p><p></p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p><p></p><p></p><p>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.</p><p></p><p>I know [USER=6987520]@DND_Reborn[/USER] (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.</p><p></p><p></p><p>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.</p><p></p><p>I never expect anyone to know everything (not even DMs!, I know I've forgotten stuff for creatures on occasion!).</p><p></p><p></p><p>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.</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="ezo, post: 9384113, member: 7037866"] 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 [I]others[/I] participating in as well. Sure. And I favor the player/PC with high INT making a check for a hint as [USER=58172]@Yaarel[/USER] mentioned, too. I think that is pretty common as well and a decent middle ground, but the above happens a lot IME, also. 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. :( 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 [USER=6987520]@DND_Reborn[/USER] (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. 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!). 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. ;) [/QUOTE]
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