How do you get your players to know the rules?

dreaded_beast

First Post
The group I'm running has 2 fairly experienced players and 2 newbies.

However, all of us, including myself as the DM, could benefit from knowing the rules better.

That being said, I wish my players in general took the time to read the rules and understand them better.

The past couple of sessions I find myself explaining to the players what actions are possible and what are not, mainly because they don't understand how the rules work in my opinion.

My fear is that my players may rely on me telling them how to play the game, in terms of how the rules work. This takes away some of my enjoyment, since I would rather have them "play" and not ask me "rules" questions on how things work for the majority of the session.

So, how do you get your players to know the rules better?
 

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It seems to me there are several easy answers to your dilemma.

1) "Assign" each n00b to an experienced player, and have the n00b direct all game questions to said player.

2) Have the n00bs do some paperwork. Have them make a "cheat sheet" with possible combat actions, and have them learn from experience if they try something that either wouldn't or doesn't work.

3) In the same vein, beat the players to the punch. Ask THEM the questions. For example, if someone has a Disable Device skill, and you know there's a locked door in the room, flat out ask, "Does anyone have any skills that might be relevant?" This forces the players to read and re-read their character sheets. Familiarity is key.

4) Find some rules-light character sheets. There was one floating about not too long ago that was done in the style of the OD&D sheets. It had a lovely flowchart on the 4th page that broke down how all modifiers based on class (combat, saves, etc.) were calculated. It was 4 pages long, but each page had only info relevant to itself on it.

5) DM a one-time session with the n00bs as a tutorial. You'd be surprised how fast players learn with the right amount of attention and encouragement.

Give these a try and let me know if any of my suggestions have helped. :)
 

1) Runesong42 is on a winner with those cheat sheets. A few of my players love these bad boys and use them to try new combat options etc. There are already some excellent ones on the web. If you can search the Enworld forums I recommend you do so.

2) D&D 101: On occasion I've run a short tutorial at the start of the session focusing on a particular area (eg 5' steps, AoOs). One time I filled the whiteboard with little cartoon drawings giving examples of things you can do in one round (which is, by far, the most asked question even to this day). The guys liked these but keep them short and sweet and don't be condescending. Well, maybe just a little.

3) Put them in situations that "encourage" the use of a feat, combat option, counterspell or whatnot. If you're sneaky enough the players will think they worked it all out for themselves. Make these ones fall into pits filled with rot grubs a bit later, just to cut them down a notch. Can't have players being too clever.

4) Smile and remain calm when someone asks something you've explained 6,275 times before (see "things you can do in one round" in point 2). Don't strike their characters down with localised versions of The Rain of Colourless Fire, no matter how much better it would make you feel. I know that some of my players do not play D&D to, as one put it, "become mathematical geniuses". Some of the guys just want to kick back and slay monsters and not have to worry about the difference between a swift action and an immediate action or whether a ring of protection stacks with bracers of armour.
 

I actually think it is more interesting and fun if the players do not know the rules well!

Their ignorance will better simulate the actual 'in game' ignorance of their characters.

I envy you. ... :cool:
 

I prefer to let their ignorance be their downfall. Players learn fast when they realize that rules-mastery is a key component to keeping characters alive and being effective during play. Not coddling the players gets them to that point faster.
 

For a while, I put out a newsletter than I emailed to all my players with highlights of rules from recent games.

That's a bit much work for me these days. Generally, if I see a player passing up a rule that could have helped them, I point it out AFTER they have already failed to take advantage of it. The frustration sort of highlights the point and makes it more likely they will remember next time.

Another way is by illustration. If they see NPCs using tactics they COULD be using, they tend to learn by example ("the thieves guild rogues tumble by you warrior into a flanking position..." etc.)
 

I was in a similar situation with the group I'm running now.

Early on, I would tell them the things they could do in battle when combat arose. If they had to make skill checks, I would remind them about taking 10 and 20. I would help them with spells and tell them how to calculate spell DC's.

That was 3 months ago. Now I tell them to read the <insert naughty adjective here> book.
 

My DM and gaming friends made quiet but persistant suggestions that I get involved at a certain DnD 3.5 news and reviews site. Never did find that Iansworld site, but the search for it lead me here.

HTH
 

We have a google group and after each session I send an email with highlights from the session. For example if we had a fight which involved grappling, I'd check the SRD if we handled it correctly and explained it in the group, copied from the SRD... Eventually everyone sort of learned about attacks of opportunity, grappling, turning undead, mounted combat...

Worked for us :-)

lior
 

Runesong42 gives some good advice.

Especially Beat them to the punch.

Player: I'm going to Disarm this guy.
GM: Ok, how does that work?

I got tired of my previous group telling me they'd do things, then expecting me to know how it worked and explain it to them. Nothing I did would make them learn the rules.

So I have a simple rule now.

If YOU don't know how the rule works, you can't do it

This applies to skills, special skills, feats and even spells. At the very worst, I expect you to have the page open to the pertinent rules and be ready to read them to me on your turn. If you dare to say "I don't know" when I ask how it works, then you lose your entire round and I move on to the next player.

Seems a little harsh to some, but it is effective. It is a very clear method of letting the players know that they can't sit back and expect ME to know and teach the rules to them, that they need to know how their own character works.

It also prevents the game from screeching to a complete halt while we all dig out our books, look up the spell and try to figure out how it works. This is especially annoying when, halfway through the description of the spell, you find that it can't do what the person thought it could do, and now they're saying "wait, then I won't cast that, I'll cast this other spell". Not a chance, Sunshine.
 

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