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Let's Count D&D's Rules
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<blockquote data-quote="Clint_L" data-source="post: 9116429" data-attributes="member: 7035894"><p>It's really not. It is an immensely complex game. I work with brand new players a lot, and I think we tend to forget how much abstraction is involved in a concept as basic to the game as "hit points." Rolling "to hit" versus rolling for "damage" is <em>always</em> confusing for new players. Don't get me started on action/bonus action/reaction. Spellcasting. Difficulty checks. Armour class. Saving throws. Many of these things seem intuitive to experienced players, but believe me, they are not.</p><p></p><p>On one professional development day, I offered a game of D&D for teachers who wanted to know what all the fuss was about, and a full group of eight signed up (it filled up right away; as you can imagine it was a popular option compared to the usual pro-d sessions). So these are smart, educated people, a few of whom had played D&D before, but most of who had never played any kind of TTRPG. I had three experienced students, all DMs, as helpers, as we reduced the rules as much as possible, giving each player a small character card and an extra card with their spells and abilities. Level 2.</p><p></p><p>The game was a ton of fun, but was only doable because of the helpers and me. The teachers were blown away by the complexity of the game, and very impressed by it as a learning experience for students. All of them commented on the incredible steepness of the learning curve.</p><p></p><p>Monopoly is an easy game. Risk is an easy game. Amongst TTRPGs, <em>Dread</em> is an easy game. D&D is not remotely an easy game.</p></blockquote><p></p>
[QUOTE="Clint_L, post: 9116429, member: 7035894"] It's really not. It is an immensely complex game. I work with brand new players a lot, and I think we tend to forget how much abstraction is involved in a concept as basic to the game as "hit points." Rolling "to hit" versus rolling for "damage" is [I]always[/I] confusing for new players. Don't get me started on action/bonus action/reaction. Spellcasting. Difficulty checks. Armour class. Saving throws. Many of these things seem intuitive to experienced players, but believe me, they are not. On one professional development day, I offered a game of D&D for teachers who wanted to know what all the fuss was about, and a full group of eight signed up (it filled up right away; as you can imagine it was a popular option compared to the usual pro-d sessions). So these are smart, educated people, a few of whom had played D&D before, but most of who had never played any kind of TTRPG. I had three experienced students, all DMs, as helpers, as we reduced the rules as much as possible, giving each player a small character card and an extra card with their spells and abilities. Level 2. The game was a ton of fun, but was only doable because of the helpers and me. The teachers were blown away by the complexity of the game, and very impressed by it as a learning experience for students. All of them commented on the incredible steepness of the learning curve. Monopoly is an easy game. Risk is an easy game. Amongst TTRPGs, [I]Dread[/I] is an easy game. D&D is not remotely an easy game. [/QUOTE]
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