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General Tabletop Discussion
*Dungeons & Dragons
Is Combat Tedious on Purpose?
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<blockquote data-quote="SteveC" data-source="post: 9624933" data-attributes="member: 9053"><p>This sounds like a really rough situation and I feel for you tremendously. I play exclusively online, but I have a document with what my character can do with the edge cases included and it helps me tremendously. But I feel for you because we have one player who is a really smart guy in real life but in D&D ... he's just challenged. I sort of got that feeling from your post. The rest of the players in my group play complex characters and get the rules, so we can help him out. If the whole group was like that, I don't know what I'd do. There's all sorts of "player management" techniques you can use, from having players have reference sheets to giving them a timer for turns to just having them tell you what they want to do and have you manage the character but I don't know that any of that would really help.</p><p></p><p></p><p>From what you say here, I don't know if there's a rules solution, though. I think that there's a part to D&D where it requires the players to do some of the lifting to make the game run, and that includes some level of rules mastery. I don't know that there's a 5E solution in it for you. From my perspective, it seems like changing back to something like BECMI or moving two an entirely different system such as one of the Blades in the Dark or PbtA ones might make it work, since those games play very much with a conversation. In our group, we played Feng Shui recently, and the player who couldn't get the rules to work just clicked and had a blast. Perhaps in his case the rules got in the way of an excellent imagination. Maybe find a game like that? The game Grimwild might be to your group's liking, since it's much more narrative, but still has the chassis of D&D classes.</p><p></p><p>I guess I'm trying to say that I really sympathize with you but I don't know that this is a 5E design issue.</p></blockquote><p></p>
[QUOTE="SteveC, post: 9624933, member: 9053"] This sounds like a really rough situation and I feel for you tremendously. I play exclusively online, but I have a document with what my character can do with the edge cases included and it helps me tremendously. But I feel for you because we have one player who is a really smart guy in real life but in D&D ... he's just challenged. I sort of got that feeling from your post. The rest of the players in my group play complex characters and get the rules, so we can help him out. If the whole group was like that, I don't know what I'd do. There's all sorts of "player management" techniques you can use, from having players have reference sheets to giving them a timer for turns to just having them tell you what they want to do and have you manage the character but I don't know that any of that would really help. From what you say here, I don't know if there's a rules solution, though. I think that there's a part to D&D where it requires the players to do some of the lifting to make the game run, and that includes some level of rules mastery. I don't know that there's a 5E solution in it for you. From my perspective, it seems like changing back to something like BECMI or moving two an entirely different system such as one of the Blades in the Dark or PbtA ones might make it work, since those games play very much with a conversation. In our group, we played Feng Shui recently, and the player who couldn't get the rules to work just clicked and had a blast. Perhaps in his case the rules got in the way of an excellent imagination. Maybe find a game like that? The game Grimwild might be to your group's liking, since it's much more narrative, but still has the chassis of D&D classes. I guess I'm trying to say that I really sympathize with you but I don't know that this is a 5E design issue. [/QUOTE]
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