6 months for regular players , 9 months for people with learning problems. six years for comics.What it says on the tin. On the one hand, you want a welcoming environment where new players can settle in and learn. On the other, it's not unreasonable to expect a bit of effort.
So here's the question: Where do you guys draw the line between, “Learn to play!” and, “Dude, can I have a second to learn the game?” When does the burden shift from GMs needing to be patient to players needing to crack open a rule book?
Comic for illustrative purposes.
Not really. I think the word needs is a bit strong, but I understand the sentiment.Hey the rules say you have pay Morrus $5 every time you post crazy stuff. Just send to me and I will wire it to him. This is a Rotten DM rule.
Prettymuch.Players don't need to know the rules, only the DM needs to know the rules.
Yeah, clerics can be even more overwhelming with their longer list. I encourage players of casters to focus on a few go-to spells that they use frequently. If they aren't sure what to do on a given round, they can fall back on their default choices. They will be played sub-optimally, but that never bothers me. I adjust the challenge level of the scenario to my particular group anyway.What I do discourage is players who are unfamiliar with the rules from playing characters that could be slow in the hands of a player who is not fully familiar with the system. Classic example in D&D would be a wizard where the player takes too long picking or reading over spell descriptions during combat.
I never mind if someone doesn't know the rules, but getting huffy about it would rapidly reduce the odds of further invitations to the table.One of my guys still gets huffy when I have to again tell her she has disadvantage if she uses her long bow in melee . . .