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General Tabletop Discussion
*TTRPGs General
How Important Is Rules Knowledge In Being A Good D&D DM?
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<blockquote data-quote="Someone" data-source="post: 3307343" data-attributes="member: 5656"><p>Just like everybody else!</p><p></p><p></p><p></p><p>In my experience, that has more to do with game experience that with rules knowledge. As you learn more about your players and they learn more about the game you'll instinctively learn to adjust the game to the group and avoid the spots where the rules fail. In a campaing I DMed, the players hardly knew the rules, but were nonetheless very good at designing strategies and tactics, and eyeballing when they could win and not. Similarly, with time you'll learn to adjust the challenges to your group - after all, the designers can't know who and how many they are, and the generic rules for encounters may give encounters not appropiate for your group, not to mention that they don't work well in some situations-</p><p></p><p></p><p></p><p>I'm not saying anything new when I say D&D rules are simple, but detailed. The central rules are very easy (everything is just 1d20+mods must equal target number) but the number of modifiers and when are they conted may be complicated. The key is not to sweat about little details, re-read the monsters and spells you are going to use the next session and make sure you understand them and don't doubt on asking your players for some rule if you don't remember it on the spot. If any of them knows the rules better than you (and is an honest person), ask him to remind you if you overlook a rule.</p><p></p><p>And most important, don't worry too much about following exactly the rules. A little imbalance won't break your game, unless is very blatant, and that requires a serious misread. If you want my advice, start the campaing at level 1, core only, and proceed from there when you're comfortable with the rules.</p></blockquote><p></p>
[QUOTE="Someone, post: 3307343, member: 5656"] Just like everybody else! In my experience, that has more to do with game experience that with rules knowledge. As you learn more about your players and they learn more about the game you'll instinctively learn to adjust the game to the group and avoid the spots where the rules fail. In a campaing I DMed, the players hardly knew the rules, but were nonetheless very good at designing strategies and tactics, and eyeballing when they could win and not. Similarly, with time you'll learn to adjust the challenges to your group - after all, the designers can't know who and how many they are, and the generic rules for encounters may give encounters not appropiate for your group, not to mention that they don't work well in some situations- I'm not saying anything new when I say D&D rules are simple, but detailed. The central rules are very easy (everything is just 1d20+mods must equal target number) but the number of modifiers and when are they conted may be complicated. The key is not to sweat about little details, re-read the monsters and spells you are going to use the next session and make sure you understand them and don't doubt on asking your players for some rule if you don't remember it on the spot. If any of them knows the rules better than you (and is an honest person), ask him to remind you if you overlook a rule. And most important, don't worry too much about following exactly the rules. A little imbalance won't break your game, unless is very blatant, and that requires a serious misread. If you want my advice, start the campaing at level 1, core only, and proceed from there when you're comfortable with the rules. [/QUOTE]
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