D&D 5E How to build a better player

Sacrosanct

Legend
No matter how many editions and rule revisions come out, there are always issues with the player class. With this latest edition, the problem is still pretty glaring. So here are my suggestions on how to build a better player:

* Instead of "The rules state it right here, so I must be allowed to do it.", say "The rules state it here, so I am under the impression that's how it works. Do you have a different interpretation? Understand that if we're playing under your interpretation as the DM, or your houserule that I was unaware of, I might have done something differently. Let's talk and come to an agreement."

* Have good hygiene. Seriously. Use deodorant and brush your teeth. And wear clean clothing.

* Be reliable. Be where you said you're gonna be. Cancellations and tardies happen. But they should be rare.

* Just because you stare at girls on your computer screen and on movie screens, it's not OK to stare at them in real life. Stop

* Just because someone is playing a female PC and you're paying a male PC doesn't mean your goal should be to have sex with them. This gets extra creepy when the sex/species of the PCs doesn't matter and the player is someone you're trying to sleep with and you're channeling it through your PCs. It's obvious what you're doing. Stop

* You are not the only player at the table. Everyone is there to have fun. If you're an optimizer and one player isn't, keep your mouth shut about how they should play their PC. Suck it up Buttercup. You'll get your turn.

* If you don't like how your DM runs his or her games, you have some choices. DM yourself, find a new DM, or accept it. Endlessly complaining about the DM's style is not an acceptable choice.

* Bring your own reference material. Like a PHB and dice. Borrowing occasionally is fine. But don't be that guy who always bums a cigarette every time he meets friends

* Know how your character works. You don't need to know all the rules of the game, but the DM can't memorize every PC's abilities on top of everything else. So know how your PC works.

* Offer suggestions instead of complaints after sessions. "Hey DM, I liked how you did this in the last game. This other part threw me off, can you help me understand what was going on? Ah, maybe this would have made more sense." instead of "Hey DM, that sucked. You screwed up and that made no sense at all."

* Assist new players. Help them along with how the rules work. The DM is going to be very busy running the game, and won't be able to devote the time the new player needs without really slowing the game down. So while your PC isn't doing anything, check with the new player to help them.

* Most important thing: It's a social game. Entertainment. A hobby. Have fun with friends, regardless of the style of game play. If it feels like a crappy job, then something is wrong.



this thread is a bit tongue in cheek about all of the other "build a better class" threads. I.e., every class can be good if you have good players. It all starts with the player.
 

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This is the way we've always played the Player class. I don't see why they need to change it. People just need to learn how to play it properly.
 


Joking aside, this is a pretty good list, and a refined version could be displayed at conventions (for example)

Sometimes the DM gets it wrong. Learn how to point that out without being a dick about it.

If you are a new or new-ish player, it's okay to point that out, most people will cut you some slack.

If you have a new player on your table, cut them some slack. Assist as necessary, but without micromanaging. If a new player makes a tactical error....let it go, point it out gently afterwards if necessary.

Drinks on the table WILL get knocked over, either don't put yours on the table, or bring a secure container.
 

Definitely this. I try to be open to people questioning a rules call, and will explain my thinking or say “okay, I’ll rule it this way for now, but after this session I will do some further review and come back with a better-researched ruling.” But if a person gets nasty about it, that’s never going to help their cause.


I’d also add: Don’t cheat on your dice rolls. It doesn’t take most people long to figure out when someone is cheating at the table. You’re damaging your own fun and everyone else’s.


Sometimes the DM gets it wrong. Learn how to point that out without being a dick about it.
 

My 5e table rules, which are mostly geared game play and a smooth, productive play experience rather than social mores, go like this:

1. Know and pursue the goals of play - everyone having a good time and telling an exciting, memorable story together.

2. Accept and add on to others' ideas rather than engage in debates.

3. Do stuff to get the answers you want rather than ask the DM questions.

4. State your fictional goal and approach rather than ask to make an ability check or the like.

5. When it's your turn in the spotlight, act and resolve quickly.

6. The result of a character vs. character action is determined by the target.

7. Use your player knowledge and skill all you want. Just don't assume you'll always be right.

8. Play like this is your last session with this character. There may be no tomorrow.
 

Buy what the DM is selling.

Best experiences I've had were when I and the other players bought what the DM was selling for the campaign. Best DM I've gamed with was my college roommate. He'd come up with an idea, sometimes for a long campaign but most of the time for something short, and pitch it to us. Whether it was an ask for low-power characters, silly characters, or overpowered munchkins with whatever stats we wanted, the best games were where the players bought into the DM's vision for the game.

Best game I've ever run was WEG d6 Star Wars. The 'selling' here was easy. "I wanna run Star Wars. Wanna play?" My friends loved it. Huge Star Wars fans made buy-in easy.
 

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