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"I hate math"
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<blockquote data-quote="Ourph" data-source="post: 1668436" data-attributes="member: 20239"><p>All very good suggestions. The main problem comes in when you have a mixed group of players. When I was running 3e I had several players who were completely "with it" as far as the rules were concerned. They knew their stats, knew their abilities and generally knew when certain modifiers did and didn't apply. I had a younger player who started out with the problems of a noob and eventually graduated to being fairly rules conversant but still not as expert as some of the older more experienced players. I had at least two of the "can't be bothered" type players and one who meant well, but would forget where he put his character sheet between rounds. If I changed the game enough to make it workable for the not so "with it" players, the responsible, informed players would have resented playing a dumbed down version of the game. Therein lies the problem. There is a tremendous range of possible rules savvy players can achieve in 3e D&D. Some other games (D20 games included) have a much narrower range of rules expertise attainable by the players, making a mixed group such as mine more compatible. Though I've never gotten a chance to play it, Mutants & Masterminds seems to me (after a thorough reading) to be a good example of what I'm talking about.</p><p></p><p></p><p></p><p>Me too! If I could figure out how to clone responsible, intelligent rules-knowledgeable players who always show up on time, always bathe before the game and bring munchies or pizza money I'd be rolling in it! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Unfortunately, the men in black suits took away the Spaarti cylinders last month and told me not to make any more. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p></blockquote><p></p>
[QUOTE="Ourph, post: 1668436, member: 20239"] All very good suggestions. The main problem comes in when you have a mixed group of players. When I was running 3e I had several players who were completely "with it" as far as the rules were concerned. They knew their stats, knew their abilities and generally knew when certain modifiers did and didn't apply. I had a younger player who started out with the problems of a noob and eventually graduated to being fairly rules conversant but still not as expert as some of the older more experienced players. I had at least two of the "can't be bothered" type players and one who meant well, but would forget where he put his character sheet between rounds. If I changed the game enough to make it workable for the not so "with it" players, the responsible, informed players would have resented playing a dumbed down version of the game. Therein lies the problem. There is a tremendous range of possible rules savvy players can achieve in 3e D&D. Some other games (D20 games included) have a much narrower range of rules expertise attainable by the players, making a mixed group such as mine more compatible. Though I've never gotten a chance to play it, Mutants & Masterminds seems to me (after a thorough reading) to be a good example of what I'm talking about. Me too! If I could figure out how to clone responsible, intelligent rules-knowledgeable players who always show up on time, always bathe before the game and bring munchies or pizza money I'd be rolling in it! :D Unfortunately, the men in black suits took away the Spaarti cylinders last month and told me not to make any more. :( [/QUOTE]
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