Creamsteak
Explorer
I have a pool of 30+ players, of them I play with 4-6 at a time. I don't have any excellent Role-Players that I know of, but I'm also lucky enough that everyone respects the game enough not to abuse the rules.
Problem is, even with two years of 3rd edition being played, we lack players that have a grasp of the rules. One person has a solid grasp of combat, and impresses me when he calls up things I forget over time -but for the most part I'm the only player that even has a chance when playing a solid wizard or cleric. Nobody else is very good with spell selection, so they tend to play sorcerers if anything -so they only feel the need to learn magic missle/melf's acid arrow/fireball/Ice Storm/Cone of Cold/etc.
Everyone is solidly convinced the only good character below 5th level is a fighter, but I have tried to teach them by example that most classes are at least as good when played well. It's hard, and my constant efforts havn't been enough. Everyone has books and books, but none of the casters ever read the players hand book spells they really should examine right before a session.
So, I'm curious, how did your players get into shape? When did they buckle down and learn the rules for themselves instead of drawing all answers from the DM? I have no problem with house-ruling when we are all blind, but I still feel like they should be able to make the decision to roll the 20 to attack, make a save, make a check, or such... why do they still ask me that!?!
It wasn't such a problem, but my players latest campaign is borderlining on 7th level, which is starting to touch into long-running territory since revives should be easily accessed by the group from that point on, at least in my game. I'd like them to feel like they were independant of any baby-sitting, because I know they like the challenge.
Problem is, even with two years of 3rd edition being played, we lack players that have a grasp of the rules. One person has a solid grasp of combat, and impresses me when he calls up things I forget over time -but for the most part I'm the only player that even has a chance when playing a solid wizard or cleric. Nobody else is very good with spell selection, so they tend to play sorcerers if anything -so they only feel the need to learn magic missle/melf's acid arrow/fireball/Ice Storm/Cone of Cold/etc.
Everyone is solidly convinced the only good character below 5th level is a fighter, but I have tried to teach them by example that most classes are at least as good when played well. It's hard, and my constant efforts havn't been enough. Everyone has books and books, but none of the casters ever read the players hand book spells they really should examine right before a session.
So, I'm curious, how did your players get into shape? When did they buckle down and learn the rules for themselves instead of drawing all answers from the DM? I have no problem with house-ruling when we are all blind, but I still feel like they should be able to make the decision to roll the 20 to attack, make a save, make a check, or such... why do they still ask me that!?!
It wasn't such a problem, but my players latest campaign is borderlining on 7th level, which is starting to touch into long-running territory since revives should be easily accessed by the group from that point on, at least in my game. I'd like them to feel like they were independant of any baby-sitting, because I know they like the challenge.