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Jeremy Crawford Discusses Details on Custom Origins
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<blockquote data-quote="Scott Christian" data-source="post: 8120836" data-attributes="member: 6901101"><p>My perspective here has some experience. </p><p></p><p>I have run D&D club at different high schools for almost as long as I have taught. I try not to DM, just sit there and explain rules while grading papers. There are a few takeaways:</p><ul> <li data-xf-list-type="ul">They look everything up online. If it is online, then they can use it. I stay out of it, but that is how they roll.</li> <li data-xf-list-type="ul">If a player comes in with a new book, they all try to use it. And then immediately tell me to have our library order it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </li> <li data-xf-list-type="ul">Once the new players understand they can start with a 16 or they see their friend build a stronger character, they all gravitate to build a stronger character...</li> <li data-xf-list-type="ul">Except about 20%. 10% of which do not care. (They are there because of a friend, boyfriend, girlfriend, etc.) The other 10% want to stick to the original version of their character, even if it means they are weaker.</li> <li data-xf-list-type="ul">The ones that want to change characters often will play suicide with their characters in order to get them to die.</li> <li data-xf-list-type="ul">Most play archetypical characters. They learn very quickly about optimizing characters. They learn the RP aspect much slower. </li> </ul><p>Most of the clubs I have watched over have between three and five tables of five or six players. A lot. Which is cool. There is not a DM in the lot that would say no to their friend if their friend asked to play a yuan-ti.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8120836, member: 6901101"] My perspective here has some experience. I have run D&D club at different high schools for almost as long as I have taught. I try not to DM, just sit there and explain rules while grading papers. There are a few takeaways: [LIST] [*]They look everything up online. If it is online, then they can use it. I stay out of it, but that is how they roll. [*]If a player comes in with a new book, they all try to use it. And then immediately tell me to have our library order it. ;) [*]Once the new players understand they can start with a 16 or they see their friend build a stronger character, they all gravitate to build a stronger character... [*]Except about 20%. 10% of which do not care. (They are there because of a friend, boyfriend, girlfriend, etc.) The other 10% want to stick to the original version of their character, even if it means they are weaker. [*]The ones that want to change characters often will play suicide with their characters in order to get them to die. [*]Most play archetypical characters. They learn very quickly about optimizing characters. They learn the RP aspect much slower. [/LIST] Most of the clubs I have watched over have between three and five tables of five or six players. A lot. Which is cool. There is not a DM in the lot that would say no to their friend if their friend asked to play a yuan-ti. [/QUOTE]
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