Eluvan
First Post
I had a similar problem myself a while back. The group I was playing with just refused to use tactical manoeuvres in combat. Not just that - they had no clue what a tactical manoeuvre was, for all that I tried repeatedly to explain it to them. In fact they really just showed very little interest in the rules at all. Character creation was always something of a nightmare. I remember one particularly tortuous incident when a guy decided to play a bard and then took perform ranks only in the violin. I mentioned that this meant he wouldn't be able to maintain a bard song whilst still being able to attack and so on... and it took me about an hour to convince him of this, despite having the rules books right in front of him. And then the time one of the players tried to make a sorceror... "what are good spells then?"
"Umm... there are lots of good spells. You should really pick for yourself."
"Oh alright, I'll... holy crap, there can't be that many spells! Just pick some for me, pleeeease!"
... and so on. Even when hed eventually picked some spells, he had no idea what they did. He kept stopping and asking me what spell he should be using.
Now maybe this wouldn't have been so bad if it had diminished as they got more experienced... but nope, it just intensified. I tried all sorts of things to try to drill the rules into their heads at least a little bit, but nothing worked. Eventually I pretty much gave up, and we came to a compromise whereby I handled most of the mechanical aspects for them. It annoyed me at first, but eventually I came round to it. They liked the feel of D&D, but weren't interested in the crunchy bits... that's fair enough, really. In the end we had a good game, and that's what matters right?
So I guess maybe what I'm saying is... has it occurred to you that maybe it doesn't matter that much if your players don't like tactical combat? Just don't give it to them. It's a hallmark of a good DM, in my opinion, to be able to cater to his players' tastes.
"Umm... there are lots of good spells. You should really pick for yourself."
"Oh alright, I'll... holy crap, there can't be that many spells! Just pick some for me, pleeeease!"
... and so on. Even when hed eventually picked some spells, he had no idea what they did. He kept stopping and asking me what spell he should be using.
Now maybe this wouldn't have been so bad if it had diminished as they got more experienced... but nope, it just intensified. I tried all sorts of things to try to drill the rules into their heads at least a little bit, but nothing worked. Eventually I pretty much gave up, and we came to a compromise whereby I handled most of the mechanical aspects for them. It annoyed me at first, but eventually I came round to it. They liked the feel of D&D, but weren't interested in the crunchy bits... that's fair enough, really. In the end we had a good game, and that's what matters right?
So I guess maybe what I'm saying is... has it occurred to you that maybe it doesn't matter that much if your players don't like tactical combat? Just don't give it to them. It's a hallmark of a good DM, in my opinion, to be able to cater to his players' tastes.